General > Discussion

Initial equipment

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HaJo:

--- Quote from: "Bandobras" ---I intend to enable market place only after the first mission and then make
only a few things (mostly ammo) available, then more and more each month.
--- End quote ---

That makes sense for newly developed items, aircraft-parts etc.,
but not for old-fashioned equipment like our basic weapons.

Bandobras:
Then try and imagine some explanation... But perhaps it will be better if we wait for the new storyline to unfold, then invented explanations can be more coherent. The storyline may even have to be slighly changed to incorporate the explanation, if the game -play value of this setup is proved to be worth it.

Gamplay-wise I imagine this shortage of mainstream weapons will only last for several, maybe dozen fist missions, perhaps just the whole first stage of campaign.ufo and perhaps only its half. After that you have all you need of mainstream weapon, but you startr needing badly more than mainstream weapons...

This is intended to provide the feeling of equipment progression even when no new equipment is yet researched, or only one or two new things. This is also intended to prevent people running with 8 Rocket Launchers from mission 1 (substitute any other obvious lazy choice for the "Rocket Launcher"). If they still want 8 Rocket Launchers after trying most of the weapons in the first missions --- let them.

Rei:
I noticed the random equipment patch.  Could you do me a favor -- either disable it by default or make it try to match the equipment to the soldier?  I get in there and the equipment is unworkable -- say, a shotgun in the hands of someone with no heavy weapons skill who would make a great sniper.  It may speed up testing a bit, but will cause problems for anyone playing a serious game.

Mattn:
this is only for newbies - you can always deactivate this function in the gameplay options

Rei:
Hmm.  Would there be interest in me making this function smarter, then?  An algorithm something along the lines of:

Takes all of your rocket launchers, one by one, and gives it to the person with the highest "high explosives" skill.
Same for sniper rifles.
Same for flame throwers.
Same for assault guns.

By then, everyone should have their hands full.  It then passes out ammo corresponding to their equipment, put into the fastest-accessible places (belt, holster).  

It then passes out secondary weapons in the same manner as primary -- putting them in the fastest to access place that's still open, matching them to skills, and going in order from SMG, Shotgun, Pistol, Knife, stopping when everyone has a secondary weapon.

It then does the same for secondary weapon ammo.

It passes two grenades to everyone.

It lastly puts armor on everyone, in order of weapon range (those with the shortest-range weapons get the best armor).

That should give a pretty reasonable, balanced team.  Is there interest?

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