General > Discussion
Feedback 2.3
dfscott:
--- Quote from: geever on August 12, 2010, 02:07:02 am ---This bug got fixed since that.
You can start your aircraft from base with the little blue icon on aircraft screen, and then set a destination to it on the geoscape. The interface could be better though, agreed.
-geever
--- End quote ---
And just to clarify, you can also redirect aircraft that have already been given orders (or are automatically returning to base). I didn't realize it at first and have found it really handy when a fighter pops up near a base when my Firebird is inbound from a mission. You can turn around and run while your interceptors chase them down.
And as geever says, it's not particularly obvious. Just ignore the pop-up screen and click on the geoscape. You'll should see the pink course line change to where you clicked.
jcjordan:
--- Quote from: dfscott on August 12, 2010, 05:00:49 pm ---And just to clarify, you can also redirect aircraft that have already been given orders (or are automatically returning to base). I didn't realize it at first and have found it really handy when a fighter pops up near a base when my Firebird is inbound from a mission. You can turn around and run while your interceptors chase them down.
And as geever says, it's not particularly obvious. Just ignore the pop-up screen and click on the geoscape. You'll should see the pink course line change to where you clicked.
--- End quote ---
Thanks, I thought all the choices I had were in the popup as like you I had a Firebird that I thought had no place to go but to it's destruction.
Lew yard - it just doesn't seem like it's working right in my game as I've watched it for things as little as Plasma Grenades though ship disassembly does seem to take too long also as I don't think I'll ever be able to disassemble all my captured ships :P In my game I've got 3 production bases - 1 for ship disassembly & 2 for weapons or ships if no weapons are needed.
A side question to ship disassembly - can you sell/dispose of ships in your yard? Seems like I can only destroy a shipyard instead of being able to look to see what's in a shipyard. I've got 3 shipyards full of ships that I don't think I'll ever be able to disassemble all of them before game is over but do want to disassemble just those where I can get the tech to research or parts I need out of them.
geever:
--- Quote from: jcjordan on August 13, 2010, 12:50:49 am --- A side question to ship disassembly - can you sell/dispose of ships in your yard? Seems like I can only destroy a shipyard instead of being able to look to see what's in a shipyard. I've got 3 shipyards full of ships that I don't think I'll ever be able to disassemble all of them before game is over but do want to disassemble just those where I can get the tech to research or parts I need out of them.
--- End quote ---
You will be able to sell them, once I implemented it. It is a missing feature.
-geever
jcjordan:
Some more feedback after playing a little longer -
How about some variance in the number of aliens faced based on the ship damage if any. In the old XCOM you could expect as little as 1 in a small ship mission if it was damaged to as many as a dozen or more in the larger ships if undamaged.
Not sure if it's been fixed or seen but when an alien uses a grenade there's no explosion graphic but the damage does occur to soldier. Also along these lines the AI doesn't seem to use them or gets them rarely in a mission, how about an increase in this aspect?
Sometimes I get odd alien behavior on tactical missions where an alien just walks up to one of my soliders or right by one totally ignoring me which allows me to "execute" them the very next turn. Not sure if it's some kind of morale thing but I've not seen any of the "gone mad" msgs when this happens nor are they going after civilians.
merlinme:
Hi, I'm coming into this as someone who loved the original games, and I'm impressed by what you've done so far. I am a commercial C++ programmer, and I would like to help out when I have the time. Realistically, "if I have the time", as I have a family, but I will try.
A few proposals:
1) I gather there's no weight/ strength/ Time Units system created yet. I would have thought it would be fairly straightforward to create a simple one: an item requires two strength for each space in the inventory it takes up; perhaps there could be "light", "medium" and "heavy" items, which take up 1, 2 or 3 strength for each space in the inventory. If a soldier is over their strength limit, Time Units are reduced accordingly, rounded down. i.e. if strength 30 and they have medium items taking up 20 inventory spaces, their TUs should be reduced by ((20 * 2)- 30)/30, so they will have their TUs reduced by 1/3. I think that would be about right, as long as ammunition was rated as a "light" item then the average soldier should be able to carry primary weapon (and reload) and secondary weapon. At the moment I can't see any reason not to give every single soldier multiple reloads, a secondary weapon, medikit, infrared glasses and multiple grenades.
Strength "experience" should be significant if a soldier is carrying their maximum weight or above.
2) I know there are various proposals to resolve medikit issues. I would have thought a simple way would be to say that only half the damage inflicted in a mission can be healed by medikits. So if a soldier was hit for 20, medikits can heal a maximum of 10. Hospital healing should probably be speeded up somewhat to compensate.
3) As far as I can tell, it's no cheaper to produce something than it is to buy it. This makes producing items which you can buy pointless (I suppose you might run out of stock to buy, but I've not seen it happen). In the original game you could make a bit of money by producing things and then selling them. This gives engineers who would otherwise be idle something to do. It doesn't need to be huge, even being able to produce something for 90% of the value you can sell it for would be worthwhile.
Keep up the good work, let me know if you'd like me to flesh these ideas out more.
merlin
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