Hello Brasher,
your feedback is (probably) mostly appreciated, but the style is lacking.
First and foremost:... GREAVER I have seen too many posts from you stating "it doesn’t go with the story line... it doesn’t go with... it doesn’t..." shuddafukup ...
Are you referring to Geever!?
It's one thing to come and make suggestions for improvement;
It's another (ugly) thing to waltz into an open-source project forum, having nothing to contribute, and telling one of the developers to "shuddafukup".
Behave.Regarding the AI, you could have spared us the mega-rant (2 paragraphs, one for the enemies, one for civilians).
This is a well known issue which is constantly under development and tweaking, as you've read on the forums.
Also, try reading
the AI discussion to get a sense of scale and effort on this subject.
Regarding variety - Repetitive maps, soldier\civilian models, not enough weapons, "visually stale" UFOpedia articles:
In one word:
Contribute. In many words: If you can bother to complain about it, can you bother to help in fixing it?
You claim you're not a coder, and that's alright. But you don't need coding skills to help with creating models and textures, and with mapping.
You don't see other people here rant about it because they don't have the time to contribute,
and while it would be "nice to have", this project's limited resources are directed towards issues with higher priorities.
Having said all that, I do agree with you on:
- The anti-matter (fuel) paradox - Some alternative way(s) of getting it should be thought of and implemented, IMO.
- The frequency of UFO activity - I'm pretty sure it can be easily changed, and will be, as a matter of final fine-tuning.
BTW, notice how this issue also leads to ridiculously high income (and hitting the 10M credits cap). - Your complaint of the inability to interact with civilians.
I'm 99.9% sure you'll never be able to actually control any of them, unless you could code that yourself somehow.
I've thought that maybe, every non-sharp weapon should have a special "fire-mode" say, "Physical Strike" in order to beat civilians into unconsciousness.
For this to work without messing with game balance, I suppose a new damage type (say, "civilian_stun") should be implemented, to which combatants are totally resistant.
Anyway, Brasher, you do have a certain style which I generally like, but please remember you're a guest here...