General > Discussion

Grenades

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BTAxis:
Because they explode on impact right now. If you primed them they would lie around until the end of the turn (or something), so it'd not be airburst anymore.

Takai:
No, I meant spending APs to make grenade live (explode after being thrown). Pull out the pull-ring (push the button, whatever) - throw - BOOM.

Shouldn't grenade laucher use its own type of munition anyway?

BTAxis:
So basically all you want is increase the TU cost to throw a grenade. That can be done, but that's just balancing. I don't see the need to make an elaborate extra step to first prime the grenade and then throw it when you can do it in a single action.

The grenade launcher does use its own ammo, but the principle is the same (an explosive, non-propelled weapon).

Takai:
I saw it this way: a primed grenade can be held in hand indefinetely before being thrown (but putting it back on the belt is a bad idea ;D). A non-readied grenade can be thrown to the other soldier. (Honestly, I never ever primed the X-COM grenades other than 0.)

Do you have one- and two-handed weapons, and an option to wield tow light weapons at once? Because it would add another reason to use sidearms (like a pistol and a grenade, both ready to use without penalties).

Do you have high explosives to be set for demolishion? Do you have a physics system making buildings collapse after being damaged?

BTAxis:

--- Quote from: Takai on December 23, 2007, 02:31:41 pm ---Do you have high explosives to be set for demolishion? Do you have a physics system making buildings collapse after being damaged?

--- End quote ---

No, we have none of this. The Quake 2 engine is not suitable for it.

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