General > Discussion
Game mechanics lookup?
Wolls:
--- Quote from: Quizer on December 26, 2012, 07:23:01 pm ---By the way, is there a way to check how many fatal wounds an alien has? I'd like to be able to make sure a partially stunned, partially injured alien I want to capture doesn't bleed out without wasting excess medikit charges.
--- End quote ---
If you pull up the console umm Shift+Esc , it shows the exact amount of bleed damage you are taking at the beginning of your turn, I think it shows for the aliens as well, but I'm not sure.
DarkRain:
--- Quote from: Quizer on December 26, 2012, 07:23:01 pm ---Do we know exact figures for radar mechanics? As in, what the chance of detection per check is for the different radars (I have only seen regular and advanced, so far), and how frequent checks are while a UFO is with in the detection radius.
--- End quote ---
Someone would need to go digging in the code for those, I'm not familiar wit that part.
--- Quote ---(Anyway, I don't really mind that Reaction Fire isn't all-powerful in the player's favor, but I'd still like to know exactly how it works so I can take advantage of it as I may.)
--- End quote ---
Ok, more details: as mentioned it all depends in TU cost of the reaction shoot, once an unit - like one of your soldiers - has used the same or more TUs as the opponent - say an alien - needs to reaction fire *while in the line of sight of said opponent* then reaction fire is triggered (assuming target is in range, high enough hit chances, low enough friendly fire chances, unit is not panicking, ...), note that RF is checked when you are about to shoot, if the cost of your shoot *will* cause RF to be triggered, then the unit which needs less TUs to fire will shoot first -so if you are trying to full-auto an alien in the face, they are more likely to plasma-ball you in the face first- and if you haven't noticed the AI will always choose the first fire mode for reaction fire, which is also the one that uses less TU
--- Quote ---By the way, is there a way to check how many fatal wounds an alien has? I'd like to be able to make sure a partially stunned, partially injured alien I want to capture doesn't bleed out without wasting excess medikit charges.
--- End quote ---
That reminds me that I wanted to disallow the player from trying to heal a not wounded unit, just as it was disallowed to 'heal the void' (unlike other weapons you shouldn't be able to shoot the air with the medikit), I will probably forget again though.
BTW, did you know that stimulants actually work as sedatives for the aliens? (disclaimer: only if they are *already stunned*)
--- Quote ---Are we going to get upgrades to radar towers in the future? The detection radius is so teeny-tiny, and there are other things like ufo yards you want to build, too. Getting two non-base buildings per base built (is that right?) feels a little stingy.
--- End quote ---
I don't think that is planned, AFAIK anyway, but I must admit the fact that aircraft have a much larger detection radius strikes me as odd.
Quizer:
--- Quote from: DarkRain on December 28, 2012, 05:41:07 am ---Ok, more details: as mentioned it all depends in TU cost of the reaction shoot, once an unit - like one of your soldiers - has used the same or more TUs as the opponent - say an alien - needs to reaction fire *while in the line of sight of said opponent* then reaction fire is triggered (assuming target is in range, high enough hit chances, low enough friendly fire chances, unit is not panicking, ...), note that RF is checked when you are about to shoot, if the cost of your shoot *will* cause RF to be triggered, then the unit which needs less TUs to fire will shoot first -so if you are trying to full-auto an alien in the face, they are more likely to plasma-ball you in the face first- and if you haven't noticed the AI will always choose the first fire mode for reaction fire, which is also the one that uses less TU
--- End quote ---
Okay, the general gist of that is clear, but what about walking? Usually I don't get plasma balled in the face when I try to walk a short distance around an alien to whack them from the side, out of their line of sight. Do the TU for all the steps you take within an alien's sight radius pile up until the RF cost of the alien's action is lower, at which point it fires?
Also, if an alien is in front of me with a RF mode that costs 12 TU, and I try to shoot it in the face with something that costs 12 TU as well - what happens? And how does hit chance factor into it (and why? I'd rather waste ammo with a shot that might not hit the broad side of the proverbial barn rather than have my soldier not RF because he is suddenly feeling gun shy)?
--- Quote from: DarkRain ---That reminds me that I wanted to disallow the player from trying to heal a not wounded unit, just as it was disallowed to 'heal the void' (unlike other weapons you shouldn't be able to shoot the air with the medikit), I will probably forget again though.
--- End quote ---
Yeah, fixing that would be nice. I don't think the void is going to mind. :D
--- Quote from: DarkRain ---BTW, did you know that stimulants actually work as sedatives for the aliens? (disclaimer: only if they are *already stunned*)
--- End quote ---
Really, is that true? Interesting. I usually just whack their corpse a couple more times with my stun rod, just to be safe. (If a stunned alien wakes up, do I get a turn's worth of warning, or can they go on a rampage immediately?)
I'm guessing antipsychotics are for morale damage (not that I've had any call to use them yet - even if a soldier is all but a smoking wreck and is going to bleed to death on the next turn, his morale is still peachy. Are psionics in the game yet?). Any other applications for that?
kurja:
About morale, is how it works now really the way it's meant to? Because I've seen a soldier suffer panicking of any kind maybe twice, it's really uncommon, even when badly wounded and fellow soldiers dying left and right.
Bonzo:
--- Quote from: DarkRain on December 28, 2012, 05:41:07 am --- but I must admit the fact that aircraft have a much larger detection radius strikes me as odd.
--- End quote ---
If it's not treated as a bug, that encourages a strategy of having standing air patrols of non-antimatter aircraft, which could make for interesting tactical situations, I suppose. If NATO are supplying the fuel free of charge, of course! Keeps Stillettos and such still useful later in the game maybe.
'Equippable' radar modules could effect this too - but this is turning into a speculative suggestion.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version