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Some thoughts about 2.5...

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Daikataro:
Screw modeling for the time being, this is meant to be a "quick and dirty" fix to an unnecesarily hard modification of the game. It is one thing to have a challenging game that makes you do things differently, think, plan and react. It's an entirely different thing when the enemy is so overpowered they can 1-shoot soldiers with the best gear money can buy.

On the "screw modeling for the time being" matter, just use the old combat armour model as a temporary sit-in and have the report say it was retrofitted with an insulating layer of aerogel that will increase its heat resistance by 1,200%, reduce weight by 50% but strip the armour of roughly 85% its stopping power against concussive/penetrating force. If devs have spare time, model a new one, but fix the issue now and fix the pretty details later (I'm an engineer so we tend to go for the "screw aesthetics" philosophy more often than not).

Here's the counterpart of that one by the way, I'm certain most of you have played with silly putty, and have at least heard rumours about it being used as armour component, so after studying the alien manufacturing techniques, a byproduct of the research would be a non-newtonian fluid that allows for free, unrestrained movement under low stress (running, aiming) but harden to a magnitude order above kevlar when subjected to severe kinetic force (melee, puncturing, shrapnel). Of course, non-newtonian fluids have never been known for their heat resistance, so it would be near-useless against plasma/laser based weapons.

TBeholder:

--- Quote from: Internecivus on September 18, 2014, 12:54:36 pm ---By the story you're already getting the best soldiers, so even rookie from Phalanx could easily beat few elite soldiers from nations armies. But it's not enough to beat aliens, of course.  And aerogel is extremely light, so armour weight should go down.
--- End quote ---
Is called "ablative layer". I mean, you don't want to run in just glorified styrofoam on top of a shirt?..

--- Quote from: Internecivus on September 18, 2014, 12:54:36 pm --- Btw, for different armours, it's not only coding but also modeling, and modeling isn't as easy as coding.

--- End quote ---
Base armour + variety of additions... in plate pockets, and thus invisible anyway?  :D
Which also may make R&D tree longer: you got a new material, you produce reinforcement plates first, then your guys have necessary experience to do it with full armour. After all, research got to have "item X" as a prerequisite to deal with alien equipments, so it can be expanded to items that needs to be produced.

MonkeyHead:
I have never understood why the power armour adds any weight to a soldiers load at all. I mean, is not the point of it that it is a load bearing device to take the weight of heavy plating and suchlike? As it stands, I pretty much never use it in combat, as giving it to a soldier means not being able to give them a weapon of anything other than the lightest weight if I want them to have a few grenades, a plasma blade or medkit - which is easy to do with the NanoComp.

anonymissimus:
I have a few soldiers with strength 60+ now (after 1 year in the campaign), they can carry power armour, coilgun, 2 replacement ammunition packs, some grenades, medkit, IR goggles and a plasma blade. So anything you could want. They had starting strength 39 and are from the beginning. I choose the best recruits to become snipers as their survival rate is the highest. Strength is the most important skill, more than mind. So choose recruits carefully and keep them.
It's also important to always use the full carrying capacity without being burdened. This often means adding useless weight. Ammunition for the grenade launcher has best ratio of weight per space.

MonkeyHead:
Heh, I finished a campaign game this evening, where my top 2 soldiers were 2 coilgun snipers I had kept alive from the start - they had only reached 50 strength, though I was running 4 combat teams from 2 bases with fairly high squad rotation.

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