project-navigation
Personal tools

Author Topic: Suggestions for 2.4 release  (Read 2093 times)

Offline DarthLuca

  • Rookie
  • ***
  • Posts: 18
    • View Profile
Suggestions for 2.4 release
« on: April 18, 2012, 02:39:19 pm »
Some things that I feel should be in 2.4 version (and beyond).
1.   Middle mouse button on Geoscape should perform as Mouse 2 does and not zoom the map as it does at moment (That’s what mousewheel is for). This would bring it in line with the battlescape. Also remove free scroll from Mouse button 1.  Currently this is one of the biggest annoyances, you get used to scrolling with Mouse button 1 and then try to do it when one of your aircraft is highlighted, redirecting it to wherever! (Have done this sooo many times). At very least give option in control setup to change this.
2.   The ability to launch interceptors even if no alien ship active (essential to run escorts for dropship).
3.   Medikits should only heal a maximum of say 50% of total damage at a time. Could also be limited to 3 uses per kit but not essential (I know that this whole issue will be changed at some point in future, but at present it is too powerful - This is a simple temp fix).

I also feel that various other tweaks should be considered but are not essential (for 2.4).
1.   Review damage, ammo and accuracy of heavy laser. At present it is not worth the effort of using.
2.   Review the size and quantity of coilgun ammo. It is currently too limited and/or too big.
3.   Consider making a smaller, single tile workshop that can take 10 workers. Have a larger double workshop that can take 20 workers and is needed to make larger items such as aircraft. This will alleviate some of the space problems until the dual level base appears. Also no logic at present. You can have 10 scientists on a single tile, why not workers?

Offline homunculus

  • Sergeant
  • *****
  • Posts: 387
    • View Profile
Re: Suggestions for 2.4 release
« Reply #1 on: April 18, 2012, 06:11:28 pm »
[...]Also no logic at present. You can have 10 scientists on a single tile, why not workers?
I think there is logic, but the purpose of the logic is something different.
It is probably meant to make base building more complicated.
Thinking just a little bit more about base building in between battles rests the brain a bit from tedium.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Suggestions for 2.4 release
« Reply #2 on: April 18, 2012, 08:38:41 pm »
2.   The ability to launch interceptors even if no alien ship active (essential to run escorts for dropship).

Go to Base/Aircraft menu, select the aircraft and click the blue launch icon.

1.   Review damage, ammo and accuracy of heavy laser. At present it is not worth the effort of using.
2.   Review the size and quantity of coilgun ammo. It is currently too limited and/or too big.

Weapons and armour are being rebalanced in master (2.5-dev) already. (However it is possible that you won't like the changes ;)).

3.   Consider making a smaller, single tile workshop that can take 10 workers. Have a larger double workshop that can take 20 workers and is needed to make larger items such as aircraft. This will alleviate some of the space problems until the dual level base appears. Also no logic at present. You can have 10 scientists on a single tile, why not workers?

We have plans for a bigger advanced workshop is planned (with more workspace) also with some subjects only producible in advanced workshops.
There is a logic in the workshop system: it's a queue. Every worker works on the first project of the Production priority queue.

-geever