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New user, with a suggestion you've heard 100 times, and some feedback

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Rodmar:
By the way, those who want to test the concept may try and stumble on the Fuel Deposit mission  (frozen) (as soon as v2.5 stable). There are two such activators, and a mission briefing. To be frank, the mission objective "Get there and hold for X turns" is just a demonstrator in this case, because when you get here, all but one alien are dead, and the map is very small.

There are several references to the Bunker map in this thread. If it's the map I think about: desert surface, large tunnel entrance, big main store room, and two levels of quarters, stores and offices...
I found out that doors to the big hall happen to be randomly or purposely closed. It the same for the corridor security doors. In some configurations, the securing time is dramatically reduced because you never have to watch your back, and two doors only are open to the big hall: in 5-6 turns nearly all the aliens that may reach the hall are deads. The other are most often trapped in on quarter of the map because of the closed doors, the stairs, etc. (you can hear them IF they walk, and locate them this way. Just beware 2-4 that are in the other small rooms, and who will jump out when your soldier get near. Next time, I'll count the number of turns, and the time needed.
What could help on this map, however, is to remove the metallic sound when an actor walk in the corridors, and to let it only for all the stairs, and the catwalk in the hall.

anonymissimus:

--- Quote from: Rodmar on October 31, 2015, 10:59:05 am ---There are several references to the Bunker map in this thread. If it's the map I think about: desert surface, large tunnel entrance, big main store room, and two levels of quarters, stores and offices...
--- End quote ---
That is military shelter, as opposed to bunker. Which features lots of concrete instead of metal and is a pretty fast map.
Yes, military shelter belongs to the most tedious maps, aside from alien base attacks. And is not present in 2.5 yet IIRC.

--- Quote ---(you can hear them IF they walk, and locate them this way.
--- End quote ---
I know the sound changes based on the unit that's moving and the material it's moving on, but not strictly due to the location, no ?
A map where this is very useful is old mine, since there only the stairs are made of metal, so you can know if/when a Taman/Sheevar/Ortnok changes its level.

Rodmar:

--- Quote from: anonymissimus on October 31, 2015, 01:52:06 pm ---I know the sound changes based on the unit that's moving and the material it's moving on, but not strictly due to the location, no ?
--- End quote ---
It's a guess. If you zoom enough during the Aliens turn, you may notice if the steps are quite near or from afar (ahead) this tile, and from the right or from the left. I read that there's a bug when the sound comes from behind (volume is too high), however. Again, caution should be taken because sometimes, an Alien doesn't move, or moves only one step.

Out of the topic, it's a habit a player comes to build: listening to the foot steps. That, plus the terrain sound (snow and metal are easy), and the distinctive sounds emitted by humanoids, spiders and hovernets. When you are lucky, they alternate perfectly (spider, foot, spider, hovernet, foot, ...), and knowing the max size of a crew, you may quite accurately guess who is where.

hwoarangmy:

--- Quote from: Rodmar on October 31, 2015, 10:59:05 am ---If it's the map I think about: desert surface, large tunnel entrance, big main store room, and two levels of quarters, stores and offices...
I found out that doors to the big hall happen to be randomly or purposely closed. It the same for the corridor security doors. In some configurations, the securing time is dramatically reduced because you never have to watch your back, and two doors only are open to the big hall: in 5-6 turns nearly all the aliens that may reach the hall are deads. The other are most often trapped in on quarter of the map because of the closed doors, the stairs, etc. (you can hear them IF they walk, and locate them this way. Just beware 2-4 that are in the other small rooms, and who will jump out when your soldier get near. Next time, I'll count the number of turns, and the time needed.
What could help on this map, however, is to remove the metallic sound when an actor walk in the corridors, and to let it only for all the stairs, and the catwalk in the hall.

--- End quote ---
Yes, that's the map I stopped to play because it is too long (I've already won it once or twice in the same game but ATM, I don't feel like messing with it). The sound stuff is interesting because I usually play with sound turned off and I didn't know it changed depending on where the alien walks.

anonymissimus:

--- Quote from: Rodmar on October 31, 2015, 07:38:42 pm ---Out of the topic, it's a habit a player comes to build: listening to the foot steps. That, plus the terrain sound (snow and metal are easy), and the distinctive sounds emitted by humanoids, spiders and hovernets. When you are lucky, they alternate perfectly (spider, foot, spider, hovernet, foot, ...), and knowing the max size of a crew, you may quite accurately guess who is where.

--- End quote ---
More reliable than that is observing the movement behavior of civilians though. If they are running into some direction, it generally means that aliens are in the opposite direction. While if they don't move much or stay put, it's a guarantee that they are not in movement range of aliens. And they know the movement range of aliens much better than the player does, can be observed when spiders try to catch them. Aliens may still be able to shoot from afar, but for smoke covered snipers or so who shoot from afar anyway it's useful to know that no hostile plasma blades are near.

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