General > Discussion
Few suggestion.
bazzietuk:
I had another thought last night after playing for hours.
What about implementing a tactical box like the original UFO Enemy Unknown game when attempting to shoot down UFO's. The process in place is quite unforgiving at times with some of the more powerful UFO's, you don't get a chance to outrun them, land or return them to base before they're completely destroyed (annoyed me after a terror mission and a UFO intercepted my troop transport and blew it away on my way back to the base and there was nothing I could do about it). Even in a situation like that the ability to land and defend your vehicle from the UFO on the ground would be a nice idea, I mean you take the offensive like in a base defence mission but it's a totally random area you don't know the layout of same as the enemy doesn't. At least then you'd have a fighting chance and if you could kill all the aliens on the mission you take off again and continue your way back to base and also capture another UFO and equipment. But this is distracting from my first point.
The original UFO had a box that come up when you intercepted a UFO and gave you options to shoot it, tail it (follow it) or disengage from the conflict. This allowed you to get more than one interceptor to attack the UFO (from another base), so tailing the UFO until the other arrived then attacking in force (2 instead of 1 at a time). This helped greatly with the biggest ships in the game and gave you a fighting chance against them.
Also a few more questions, do damaged ships repair when in the base or do you have to manually repair them (with engineers)?
Do the ships even get repaired or do their health go down until they're completely useless and you end up selling them and buying a new one?
Is there a limit on UFO yards and Sam & Radar sites? Currently I have two bases set up around the globe (another in the process of being built) and I can't seem to build more than 2 SAM sites & Radar installations. I also noticed last night I can't build anymore UFO yards either just bases now. Is there some description somewhere on the build limitations of each?
geever:
--- Quote from: bazzietuk on April 24, 2012, 10:09:22 am ---What about implementing a tactical box like the original UFO Enemy Unknown game when attempting to shoot down UFO's.
--- End quote ---
Aircombat feature is planned. TBH we had two versions of it already but they were wrong, had to be removed.
--- Quote from: bazzietuk on April 24, 2012, 10:09:22 am ---Also a few more questions, do damaged ships repair when in the base or do you have to manually repair them (with engineers)?
--- End quote ---
Yes, the aircraft are slowly repaired in hangars. (Hangars have own mechanics, you do not need engineers for that)
--- Quote from: bazzietuk on April 24, 2012, 10:09:22 am ---Is there a limit on UFO yards and Sam & Radar sites? Currently I have two bases set up around the globe (another in the process of being built) and I can't seem to build more than 2 SAM sites & Radar installations. I also noticed last night I can't build anymore UFO yards either just bases now. Is there some description somewhere on the build limitations of each?
--- End quote ---
Yes, the limit is 3 installation per working base.
-geever
bazzietuk:
Was one of the air combat ideas like the original UFO as they seemed to work quite well, although with UFO AI, it may not because of the intercept points the craft sometime choose (for instance from a base in South America to a UFO in Central USA it decided to go via the south pole and then over the north pole to intercept it).
Thanks for the info on craft repair, that gives me another idea for the game if possible. Adding time details for repair when you view the craft. Same thing also would be helpful in the hospital part when soldiers are injured to let you know how long they'll be in hospital for to fully heal. Although I'm not sure if it's a bug or planned but if you take injured soldiers into the battlefield you can heal them with medpacks and they don't go back into the hospital upon return. Quicker way of healing them than using the hospital to do it. Think someone else mentioned this before as well.
bazzietuk:
Had another idea that should be implemented (at least I think it should). On the battlefield there should be an option to lay down on the ground. You have walking & crouching so laying down flat should allow you to aim better and have a higher chance of hitting your target. Also laying down would make your men safer against enemy fire. Obviously you'd use up more time units laying down and standing back up or crouching but it'd help with random shots from enemies being so accurate with the slightest move you make (small niggle after multiple battlefield missions where the enemy is nearby and as soon as you try to move or take a shot they kill your man with deadly accuracy and the same with the next few men you try to move as well) :(
geever:
Prone position is on the feature list we would like to implement, but it's not easy. We need all models support prone position with animations(!). The new soldier models support prone position as far as I know but not the others. We need modelers and animators for this task. If you know some, convince them to help us! ;)
-geever
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