General > User modifications

Suggestion de modification

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Vaessar:
Thank for your answer !

I'm french, and I know that my english is rough, so I've wright in french and in english. So, if you don't understand in english, you can ask someone to translate you since my french text.

Thank again !

Mattn:
haha - great - i haven't even noticed this.

ManicMiner:
Merci pour le suggestions! Je suis anglais, et je parle Franglais!

Geever, Matt - I can read French better than I can write it. As I understand it, the suggestions were roughly like this:

1. I think there's a damage indicator for interceptors in UFO:AI but Vaessar's talking about having something like this:



Perhaps one way of looking at it is gameplay - if you had the option to control the interceptor missions with buttons to stay a safe distance, use your longest range weapons only, get close up and give 'em the works, or retreat if you were getting low on ammo or suffering heavy damage, it'd make shooting UFOs down a bit more interesting and you wouldn't be busy staring at something happening the other side of the globe instead.

But I'd say there's an even better justification for it - readability.

I have lots of visual impairments including colour blindness, and I know I can't zoom in deep enough or fast enough to read the health bars during air combat. I can see they're there but that's it. Moreover, if I have time sped up and am monitoring several UFO interceptions at once then by the time I have decent air-to-air weapons, each dogfight's over so fast even at the slowest speed, I still don't get to see much beyond "alien crash" or "you lost".

Once I had an alien tech interceptor and zoomed right into a combat over Antarctica and then I think I saw a health indicator on the interceptor but it was "blink and you miss it" and maybe I imagined it.

EDIT: I simply don't have the time to work on it right now, but in the summer I might have time to cook something up along these lines.

2. About the medikits - Even in 2.5 it takes the better part of a month to heal a grunt in hospital when someone with a medikit can treat them on the battlefield in a matter of 2-3 rounds. If the medikit's that good then why isn't the hospital faster? I like Vaessar's suggestion - on Battlescape, injuries treated in hospital have a "zero bleed" and cannot be healed by medikit, but injuries on the battlefield result in a loss of 1-3 HP every round in addition to the injury's primary effect. The only way to keep the soldier alive is to get the mission completed AND use the medikit to reduce the loss per round and recover the HP lost.

3. The 8 soldier limit's been discussed lots of times before and IIRC someone once started working on a mod to remove it.

Vaessar:
Glade to meet you

I'm waiting the 2.5 version of "UFO: AI" with impatience  ;)

Yes, you understand what I want to suggest.

About the battle ship, (it's not for now, I understand) but maybe to eventually project to update the rule since ufo2:

- Make a round by round timer
- Have a contrĂ´le of the ship manoeuver ( make a side, rear or front attack, make a dive or a looping manoeuver ) depending the type of ship, the technology and the pilot experience
- Not deals damage by percent, but by piece of craft (Aileron damaged, engine damaged, front weapon damaged...)
- Organise a formation attack with some ships
- Other (some idea ?)

I'm not waiting this for the 2.5 version of "ufo: ai" , but just chating about what is possible and what is interesting

ManicMiner:
The simple solution to resolve the intercept option is to zoom in on the UFO and set the time down to the slowest playback as soon as the first shot is fired in the encounter - giving people plenty of scope to either "fast forward" or abandon the interception. The only problem there is that UFOs will follow your damaged interceptor so once you've committed to attacking it, there's no way to retreat without losing the craft.

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