General > Discussion

Latest real-world weaponry

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Winter:
Sorry, we don't allow non-team edits to the UFOpaedia.

Regards,
Winter

TrashMan:
Yeah, I guess I am not considered a team member...yet.

But still, why just delete it all. Why not move it somewhere? I wrote technical stuff on how coilguns work and a pretty good description of it's operation (in relation to the 3D model) . Changing the text or using some parts of it..

Heck I even written on top, bolded, that it's a placeholder description.

TrashMan:
I just though of something.
I've been playing Jagged Alliance 2 (1.14 mod) and there's one think I liked very much - the new game options.

First you selected the difficulty, then you also could select normal mode or tuns of guns mod (a small selection of weapons or a HUUUUUGe one) and between Realistic and Sci-fi mode (affects weather or not you will fight the mutant crepitues and if you will find some special weapons like rocket rifles).

I was thinking of something similar for UFO:AI - a simple toggle to select between normal mode and tons of guns (all weapons available in singleplayer)


We could add some other weapons like a futurized AK-47.
Contrary to what some claim, reliability is a VERY important issue with special forces. The Spetsnaz use AK-47 extensively.

ghosta:
I guess this is something that can be done, after the game is more or less finished

hotdog:
@ Sophis
I was getting at new ammo types as well. For instance the blaster is so heavy that most troops cannot use it very well. Why would humans not figure out a way to pack the power into a smaller device? Or at least come to some terms with it. Like making plasma based ammo for the MG they can already use.

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