General > Discussion

Initial equipment

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Bandobras:

--- Quote from: "Rei" ---Hmm.  Would there be interest in me making this function smarter, then?
--- End quote ---


Sure! Just make sure it is not worse in other respects (after it is tested and improved, etc.), because it is also used for generating equipments for aliens. E.g. it should be as random as the one currently in game, or the alien teams will become boring. Your description suggests you think about someting less random, so perhaps split it off for the initial equipment? But newbies deserve a surprise from time to time, too, e.g. dual-wielded pistols for one of their initial soldiers. :)

A way for keeping the randomness and other minor tweaks (e.g. that Assault Rifle rarely appears with an SMG, or primary and secondary tachyon weapons for the same alien) intact is to exchange the skills between soldiers after the weapons are assigned. But this is not easy to code...


--- Quote ---By then, everyone should have their hands full.
--- End quote ---


A bit boring, at least for aliens, everybody gets a primary weapon...


--- Quote ---It then passes out ammo corresponding to their equipment, put into the fastest-accessible places (belt, holster).
--- End quote ---


A problem here, because you won't fit a sidarm into the holster if there is already ammo, and no knife or plasma blade into the belt if the ammo is in the most obvious spot there... I'm also not sure if the XCom 1 setup that reloading takes constant time is not a good idea (nobody answered on the IRC two times I asked about that...)


--- Quote ---Stopping when everyone has a secondary weapon.
--- End quote ---


Again a bit boring, isn't a guy with a pistol and a grenade a valid setup for some maps. And isn't such an alien a nasty surprise?


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


Nice idea, I didn't think of that.

Anyway, good luck, I guess your code will be better at least for human soldiers and I'm curious how you will do that and I will surely learn from that...

Rei:
I'm going to be a bit busy for a while, so it may be a bit before I can get to this.

P.S. - I still haven't figured out why you were chewed out on IRC last night, nor why they said that your English wasn't very good.  As a native English speaker, I had no clue that you weren't one.  As someone who has actually taken the time to try and learn other languages (I'm minimally conversational in Japanese), I have a great deal of respect for anyone who can become as fluent as you.

Bandobras:
Thank you very much for your support.

And don't get put off. We are humans, we err, but the project is still a lot of fun and there is space in it for everybody. I've come to the conclusion I just  don't have to try and discuss with people with which I'm just incompatible for whatever  reasons. We can do our work separately and let project admins decide how to put it together.

Fortunately our project admins are persons with which I can discuss and we learned to respect each other, in particular I learned to respect their lack of time for the project and for me (what a pity they don't work on the project full time :) ). And there are other really nice people on IRC and the forum. :) That is enough.

Bandobras:

--- Quote from: "Rei" ---[...] 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.[...]

--- End quote ---


Karen, are you still planning on doing this? If not, I have a simple idea based on Monte Carlo and swapping skills between soldiers and I hope I can implement it quickly. It should also work well with balanced initial soldier teams patch I'll do before that.

Rei:
I'm too busy to work on it.  Go right ahead.  :)

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