Technical support > Feature Requests

My Initial comments...

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Aaangel:
Having played a total of about 4 hours I first wanna tell the team great job, it's good to once again feel like the commander of XCOM, but I have found a couple of things that I find to be either missing or completely insane UI designs.

Features missing:
I'm not sure if research costs money, but my funds appear to suddenly plummit. If this is also because research costs money, a rough estimate of the research cost would be nice. If it's because I'm not good at administrative my funds then disregard ;)

In the equip screen for soldier a mouseover hint for items (weapons, ammo, etc.) would be nice so you know what you're actually looking at. A reason for why one of my sniperrifles are red would also be nice.

When completing research it would be nice to have a dialog asking you if you wanna view the ufopedia. A reassign staff dialog would also be nice.

My soldiers are always left with timeunits enough for a shot (yeah you guessed it I used to play UFO: Enemy unknown and XCOM:apocalypse alot :)), in case they come under attack, but my soldiers do not fire back ??? not sure if this is a bug or by design. But it's wrong.

Interface blunders
2 handed weapons vs. inventory space
This one here is driving me nuts ... Why equip a soldier holding a sniperrifle, with a 9mm sidearm, simple ... because in close quaters the sniperrifle doesn't fire fast enough, so normally you need the sidearm. but you don't have enough room to equip the 9mm because the sniperrifle is a 2 handed weapon and you cannot move the rifle to the backpack (which in reallife also would be insane) because it holds ammo and doesn't have enough room. Basically you need to drop the rifle to equip the 9mm, which soldier IRL would drop his primary weapon to use his sidearm ???... where is the shoulderstrap like in Hidden and dangerous 2 :?:.
This problem is reoccuring all the time ... the above is just a basic example, but also hunts you when you wanna use a grenade or the knife. To me this area of the game needs big work. Maybe renaming the left hand slot to shoulder and allow the soldier to "hang" his primary there when using a grenade or sidearm or allowing granades or sidearms to be equiped to the left hand.

IR googles
Again this one relates a bit to the design of inventory slots ... why do you equip IR to the backpack, where is the eyeslot which would make more sense ?.

tomshackell:

--- Quote from: "Aaangel" --- A reason for why one of my sniperrifles are red would also be nice.
--- End quote ---


It's red because there aren't enough sniper rifle clips in the inventory for the number of sniper rifles. Hence it's telling you it's not loaded. Still I agree it would be better if it told you this somewhere.


--- Quote from: "Aaangel" ---My soldiers are always left with timeunits enough for a shot (yeah you guessed it I used to play UFO: Enemy unknown and XCOM:apocalypse alot :)), in case they come under attack, but my soldiers do not fire back ??? not sure if this is a bug or by design. But it's wrong.
--- End quote ---


You need to click the little shield to turn on reaction fire.


--- Quote from: "Aaangel" ---This one here is driving me nuts ... Why equip a soldier holding a sniperrifle, with a 9mm sidearm, simple ... because in close quaters the sniperrifle doesn't fire fast enough, so normally you need the sidearm. but you don't have enough room to equip the 9mm because the sniperrifle is a 2 handed weapon and you cannot move the rifle to the backpack (which in reallife also would be insane) because it holds ammo and doesn't have enough room. Basically you need to drop the rifle to equip the 9mm, which soldier IRL would drop his primary weapon to use his sidearm ???... where is the shoulderstrap like in Hidden and dangerous 2 :?:.
This problem is reoccuring all the time ... the above is just a basic example, but also hunts you when you wanna use a grenade or the knife. To me this area of the game needs big work. Maybe renaming the left hand slot to shoulder and allow the soldier to "hang" his primary there when using a grenade or sidearm or allowing granades or sidearms to be equiped to the left hand.
--- End quote ---


Yes this is one of my pet peeves also :-)

Tom

Elbenfreund:
first: thanks for you comments.
but considering the date of your posting i rather sure the alpha of the manual http://ufo.myexp.de/phpBB2/viewtopic.php?t=644  out for quite some time at this time which covers your red rifle / reaction fire and also this one i think:

--- Quote ---
I'm not sure if research costs money, but my funds appear to suddenly plummit. If this is also because research costs money, a rough estimate of the research cost would be nice. If it's because I'm not good at administrative my funds then disregard Wink

--- End quote ---

do you have production going on  ? because most likly its the produced item that costs you money ... which would be in the manual as well

nevertheless the features you mentioned for sure are worth thinking about, so thanks for the ideas and keep up with the feedback :)

best regards eric.

btw:

--- Quote ---Again this one relates a bit to the design of inventory slots ... why do you equip IR to the backpack, where is the eyeslot which would make more sense ?.
--- End quote ---

i think its because of the way IR works. it is not a permanent thing but a item you use. and the way to _use_ thinks in ufo:ai is to have them in your hands.

ubequitz:
tomshackell has now implemented the ability to use a grenade or knife or pistol etc without having to drop or put away a two-handed weapon. Currently the feature is in trunk SVN but since it works so well I will be looking at porting it back to the 2.0 branch for the next release.

Mephisto:
nice!

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