General > Discussion

If "PHALLANX" troops are the elite of the elite...

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Bandobras:
Yeah. We can then make several Hollywood movie scipts from the drop-out ideas.

Jonny:
You could give the human weapons just a more realistic chance to hit, but let them take less hitpoints from the aliens. With alien weapons it should be the opposite: Lower accuracy, higher potency?

Just an idea to solve the problem, but for me the actual weapon stats are just fine (btw: was the same in X-Com ...).

kungfujoe:

--- Quote from: "Bandobras" ---Good idea. So, aliens have some cloaking devices, or something, that makes visibility range and weapon range as small as it is currently in game.

Any other ideas?
--- End quote ---
That doesn't serve to explain why the Phalanx soldiers kill each other whenever they're remotely in the line of fire.  Even if the aliens had some sort of pseudo-cloak technology, the soldiers shouldn't be constantly shooting each other in the back if I don't place them VERY carefully.

I think the PHALANX guys are "play hard work hard" types of guys, but they're too stupid to stop drinking when they get on the drop ship, so they're completely drunk on the battlefield. :)

Bandobras:
kungfujoe, this is a know bug, that has its own (many threads).

I have another idea about the initial scarcity of weapons:

UN directives say "one primary weapon and one sidarm is enough for every soldier, we don't want to see any weapon leak or any half-official additional hiring of soldiers". Moreover their procedures regarding miliary installations, and Phalanx bases in particular, require basic military training for all employees and at least a sidearm for each employee. This is so strict that no employee is allowed to be weaponless, so if you want to unequip a weapon from an employee you have to assign him another weapon at the same time (this requires a slight UI change to allow one-drag equipment swap, which is currently possible only for armor).

So, actually, there is plenty of weapons in each base, assigned to the employees the player is commanding manually and to all auxiliary personel that is known only from the additional fixed montly upkeep of the base. But still, there are no spare weapons until the commander manages to wrestle some, riding on the fame of his succesful missions and arguing that weapons need replacement after missions (but he does not want to hand over the old weapons, which makes this argument not so successful, anyway).

This idea goes well with the idea to be able to take some non-soldiers on missions (see the wiki), as well as with the idea that in the absence of soldiers, a militia is formed from other employees to defend the base (but, e.g., only if you have Team Room in your base). I guess I'll make a patch that autoequips every employee on creation, so that this works well without player work overhead.

HighXplosive:
Personally, I think weapons should be very accurate (or at least the soldiers using them) to reflect real elite troops. What should be difficult is actually killing an alien. They should have a significant amounts of health so as to "shrug off primative human weaponry". So the end result is you don't have stupid instances of a so called elite soldier missing with a submachinegun at 10m range.

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