Technical support > Feature Requests
My Initial comments...
Bandobras:
--- Quote from: "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.
--- End quote ---
A good idea! This should also help AI greatly (but needs some coding).
I wonder what's wrong with nation funding in RC5 that people keep complaining... Is it too low or don't they wait till the end of month before posting, or can't they scroll messages to see the list of funding from particular coutries?
* Bandobras dissappears again
sirg:
I also want to add to the list of people complaining about the holster weapon - if a soldier is using a two handed weapon, he/she must drop it or put it in the backpack (if there is enough room) in order to arm with the holster weapon, wasting to many TUs.
I think the holster should fit only one handed weapons - not the shotgun (it sounds like Robocop or Judge Dredd to have a shotgun in your holster), so in this case, the actor should hold the two weapon in one hand and with the other shoot with the holster weapon, in a second weapon fire mode. Of course, holding the two handed weapon in one hand means the actor can't use it.
In 90% of the times, the holster weapon is useless, it's just weight, and in some cases I use the holster space for ammo or medkit. So, think about how many times this is used.
I would also like to be able to fire two pistols at once :)
Aaangel:
--- Quote from: "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
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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 ?.
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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.
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About the red sniper, yeah I figured it was because there wasn't any ammo available, but you have to remember real men don't read manuals they wheep ;)
I don't really have a big issue with the small things, however I still maintain that the inventory vs. 2 handed weapons needs big work. But I can't wait for this to be finished, this game has great potential.
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