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Eltanin:
Aha! I've found the right place. I've been looking for the right thread to communicate my joy with UFO: AI. As with most others, I'm a fan of the XCOM series and I've been pining for that kind of game. Along came the Gamespy article a few months ago and I tried to play RC3. It was tantalizingly close to working, but it just didn't make for my system. Huh, I thought, this looks really great, too bad it doesn't work. I'll put it aside for a while and hope that someone is still working on it.

Some months later and I still couldn't help from thinking about how great that game seemed. I came back to the home page and lo! RC5! It works! It's beautiful! It's incredibly fun! Man, you all are doing it right. Thank you so much. Keep up the stellar work. If cheering can help, sign me up!

So far I haven't found any real game killing bugs. In fact, I've only found one minor one. Once, I had a character end his move half in and half out of a wall. I tried to take a screen picture but couldn't figure out how  :oops:. I was unable to move him out of the wall and an alien came before his next turn and killed him.

My one other suggestion (for now): is there any way (currently or in the future) to change the angle of the camera? I can spin it, I can view from the character's viewpoint (which is an unbelievably sweet idea - nice one), but I can't change the pitch of the camera. It'd be nice if it's not a total pain in the neck to implement.

Thanks again for your efforts. The game is looking like a million bucks.

Eltanin

ubequitz:
Eltanin,

Glad you are enjoying the game. Rest assured, there are plenty of quirks with RC5, but we are hoping to release a RC6 around the end of the week which will hopefully fix most of the major ones.

It is possible to change the camera pitch, use the "r" and "f" keys or the "ins" and "delete" keys. More default key-bindings can be found here:

http://ufo.myexp.de/wiki/index.php/Running_the_game#Key_Bindings

Eltanin:
ubequitz,

I know about RC6 and I can't wait!

Funny, I looked through those key-bindings (I've seen you post that link elsewhere for similar questions :) ) but I must have misunderstood "turn up" and "turn down". Thanks!

One other suggestion/question. I know that this would change the feel/difficulty of the game, but what about a save option during a mission? I'm sorry if this has been brought up before and I just haven't stumbled across it. From a convenience standpoint (it's time for work, "honey stop playing that game right now!" etc.) it would be very nice.

Ooh! One more! While we're talking about key-bindings, perhaps the "i" key could open/close inventories?

Razor:
I agree that a save feature in-mission would be outstanding! For similar reasons too! My wife and kids are always pulling me away... lol Not to mention that the previous games had them as well, and was a major feature for me and all I knew who played. Now, can it be abused? Sure. But having it as an option, doesn't mean you have to use it if you are a die hard no save kind of person. So its nice to have options.

I played through the whole of RC5 and had a few things I found I thought I wuold mention. If they are being fixed, sorry to go over old territiry. If not, cool... Here they are...

The most Major is concerning reaction fire. When I reserve tu's for this it takes it out of my current tu allocation. When it is utilized, it takes it away from the next turns avail time units????? How frustrating!! Example: Actor crouched, double checkmarked for reaction fire with 30 TU's. End turn. Alien shows up, actor takes a shot or two. Next turn, he starts round with 6 or 9 time units!!! WTF? Why did I reserve any if they come out of NEXT turn allocation? Ok, so I'm passionate about this one. Sorry. It just doesnt make sense to me.

I think I found a bug with the grenade launcher. When crouched, after taking a shot the actor swings back and forth with the gun. end of alien round resets him. I figured you would want to know.

Having to buy back my own weapons after a mission if the actor is killed. Now this is silly. I understand the idea about auto-selling items and loot, to help streamline the game and take out some of the busywork. But being double penalized for a loss of life? wow, hard core. Not to mention the common sense approach would be that Phalanx is collection the items, and would return my own weapons once recovered. I think this needs some attention.

Wich is a nice segway for the cost of Buildings. I'll start by saying I love a challenge, and working hard to gain a reward. Saving $ and balancing things out is a great part of x-com. But, I found a typical mission is netting something like 45-75K. Well, not bad. But concidering a UFO hanger cost about $1 Million...? Another perspective is that nano armor is 75k to produce at the base. 1 mission, 1 set of armor. and usually you have lost someone along the way as the aliens are no pushovers to be sure. Ending in a vicious cycle of income - expences that eventually get you knowwhere. Not even the wekly funding is sufficent enough to make strides in this area. This needs some readjustment. Maybe having more funding from the nation-states on a weekly basis. Or, my favorite part of Apocalypse, give us someone else to fight besides the aliens, ie: a sympathectic organization to the aliens, or a organized crime syndicate. This would allow a new dynamic to the game, and give us a few options on $ generation, and skill training for the troops. Not to mention a toned down, more evenly matched foe to battle in new environments and with different tactics.

I cant seem to direct my interceptors or dropship once I have them "started". Setting up a patrol path for my interceptors to search for alien ships, or have them in the air on a rotating standby would be nice.

Last thing for this post. There seems to be no way to get rid of a base you might not want or need anymore. As well as not being able to have access to anyone in that base unless a dropship hanger is installed, thus also being the only way to equip the troops. (this is bad, very bad). I should be able to station troops in a new base to defend it from the alien scumbags with just a elevator, living space, and a storeroom. Common sense again right? Gives it time to become more built up and formidable, especially concidering the $ situation to build anything. Yikes!

As usual, I give mad props to the powers that be, as I love this game already, and totally apreachiate the hard work and time you all put in on it. I might be a bit verbose, but i feel explaining things as I see them helps in some way, and of course, I only mean things as friendly constructive critisisms, or helpful ideas. Can't wait for RC6!

Razor:
Believe it or not I forgot something! lol

I know it is a time honored tradition of the x-cam series that civilians are incredibly stupid, and love to run to the aliens to be slaughtered in a timely fasion. Now, we have a chance to make things a bit more realistic in this sense. How about this.... what do we see happening in every tv show, movie, or real world event? We see the combatants who run into the innocent, beg and plead with them to fal back to safety, or get cover, or just run the other way for gods sake! For our game purpous we could have it like this.... Soldier identifies a civilian, (line of sight, or radius) thus prompts them to tell the civilian to go to safety. Ok, I know there is no speach in game, just go with the idea here... The safety zone could be on or near the dropship, or in the opposite direction from the precieved threat. Now, obviously the Aliens are looking for the civi's, so this would bring them in closer to the team, and forcing a new dynamic to the game... securing the area and moving on.. or leaving people behind to protect the civi's. It's an intersting concept, and more along the lines of reality.  

the incendiary missile doesnt catch anything on fire.

No worries, as nothing in game can be destroied anyway. lol I have read on other topics about this issue, and must sigh in resignation that even though every x-com game has had the ability to burn wheat fields to uncover a hiding alien, or blast through a wall with a cannon to make an easier ingress/egress point, it looks to not be so with UFO AI.  :(  Maybe ver. 2?

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