General > Discussion

An Open Letter to the Developers

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letsdance:

--- Quote from: Battlescared on August 04, 2013, 05:51:38 pm ---That's my error though.
--- End quote ---
yes that's the point: it is too easy to make errors concerning soldier movement. especially for newbies.


--- Quote from: Battlescared on August 04, 2013, 05:51:38 pm ---You don't have to cheat, you know.
--- End quote ---
it doesn't even feel like a cheat, because it's so obvious. and no, they don't repair fast enough. i had 2 fighters and while i waited for one of them to be repaired i lost serveral ufos until i decided to just sell and rebuy one. maybe that also changes with the new pace in 2.5, but it's still a problem that selling and buying is a fastrepair.


--- Quote from: Battlescared on August 04, 2013, 05:51:38 pm ---Hit the slowest speed button just before you engage, 5 seconds  I think.
--- End quote ---
i did that, but i still didn't know what happened. i have no clue about craft distances or damages done. i need numbers.


--- Quote from: DarkRain on August 04, 2013, 05:51:38 pm ---Options -> Gameplay -> Confirm Actions -> Moving Only (Setting Yes will ask you to confirm when shooting as well as moving)
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that sounds painful. i have enough "are you sure you want to do this?" in my windows. i don't need it in games too. an automatic highlight on mouseover would be perfect. this is not the highest priority and i assume it would take some time to implement. but definitely a very nice to have.


--- Quote from: H-Hour on August 04, 2013, 05:51:38 pm ---If you're looking for a production economy, 2.5's changes are probably not what you expect.
--- End quote ---
not like xcom had, that was just stupid. but it should be cheaper to produce something myself compared to buying it on the open market.

ShipIt:

--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---yes that's the point: it is too easy to make errors concerning soldier movement. especially for newbies.

--- End quote ---

Life is hard, you know.


--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---it doesn't even feel like a cheat, because it's so obvious. and no, they don't repair fast enough. i had 2 fighters and while i waited for one of them to be repaired i lost serveral ufos until i decided to just sell and rebuy one. maybe that also changes with the new pace in 2.5, but it's still a problem that selling and buying is a fastrepair.

--- End quote ---

This only works for the early aircraft, which is available at the market. The advanced goodies, iirc, you have to produce yourself, so it won´t work later in the game. Also, in the future your orders will not arrive instantly anymore.
But still, imo you are perfectly right, the selling price for an aircraft should depend on its condition.
There is also another feature request, which addresses the repair times for aircraft.


--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---i did that, but i still didn't know what happened. i have no clue about craft distances or damages done. i need numbers.

--- End quote ---

Of course the air combat system needs to be improved. Unfortunately nobody feels like doing it atm.


--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---that sounds painful. i have enough "are you sure you want to do this?" in my windows. i don't need it in games too. an automatic highlight on mouseover would be perfect. this is not the highest priority and i assume it would take some time to implement. but definitely a very nice to have.

--- End quote ---

Did you even try?


--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---not like xcom had, that was just stupid. but it should be cheaper to produce something myself compared to buying it on the open market.

--- End quote ---

No?

Wolls:

--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---"yes that's the point: it is too easy to make errors concerning soldier movement. especially for newbies."

Engage the confirmation.


"it doesn't even feel like a cheat, because it's so obvious. and no, they don't repair fast enough. i had 2 fighters and while i waited for one of them to be repaired i lost serveral ufos until i decided to just sell and rebuy one. maybe that also changes with the new pace in 2.5, but it's still a problem that selling and buying is a fastrepair."

Right off, maybe, put some armor on that and it takes time to equip, if yer just buying decoys then yeah.


"i did that, but i still didn't know what happened. i have no clue about craft distances or damages done. i need numbers."

do check yer pk3, aircraftman??  ..its beeen awhile, i think this is the right file 2 feeel?


that sounds painful. i have enough "are you sure you want to do this?" in my windows. i don't need it in games too. an automatic highlight on mouseover would be perfect. this is not the highest priority and i assume it would take some time to implement. but definitely a very nice to have.


not like xcom had, that was just stupid. but it should be cheaper to produce something myself compared to buying it on the open market.


Every open market I ever saw2, und4ercut... if yer lookin for profit, just sell all accumulated weaponsand shoot down every alien craft you detect.
--- End quote ---

H-Hour:

--- Quote from: letsdance on August 05, 2013, 10:42:36 pm ---not like xcom had, that was just stupid. but it should be cheaper to produce something myself compared to buying it on the open market.

--- End quote ---
You should think of your workshops as specialised fabrication centres, not industrial factories which use the cost-efficiencies of scale to mass-produce goods cheaply. It sounds like you're still pretty early in the game, when workshops are only really good for disassembling UFOs. But the value of your workshops is their ability to produce items you can't buy on the open market (ie - fabricating items no one's ever produced before). This kind of workshop does not achieve any cost-efficiencies when producing a medikit or an assault rifle that has been mass-produced on the open market.

Wolls:

--- Quote from: letsdance on August 05, 2013, 10:42:36 pm --- i have no clue about craft distances or damages done. i need numbers.

--- End quote ---

check the ..ufoai..\base\0ufos.pk3
     extract archive --> aircraftmanagement.ufo

its a simple weapon damage minus shield value = actual damage (EDIT: completely ignoring the weapon accuracy which should make/have an impact)

note that the damage integer within the aircraft specs are in fact the  aircraft health points, so for example the firebird has a HP of 200.

So, depending on the aircraft, the weapon  (that the aliens are firing at you), the shield ( aircraft armour) ..;  the shield will usually let you take at least another hit.



.. for example the Saracen has a value of 125 damage (or health points), so against the PBW or particle beam weapon ( which has a weapon damage of 40)   The first few armours ( they go +4 to +8) of polymer  and alien plating will not allow you to survive the fourth hit.

Alien polymer ( of +16 I believe) , will give you not just the fourth, but the fifth hit, of course the sixth hit will kill ya.

Most ppl run Stilettos of course...

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