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Topics - Captain Bipto

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1
Design / 2x2 Armor?
« on: March 30, 2009, 11:11:24 pm »
Someone mentioned there was going to be 6 or 7 different suits of armor eventually? I checked out the wiki but it is a little sparse. Are there any plans for 2x2 armor suits? That could be kinda cool, have a "big guy" suit stomping around!


2
Design / Build limit on installations
« on: March 29, 2009, 05:13:28 am »
Are the number of installations a player can build going to be limited by something. In the dev ver I have right now I can build but three. Are they going to be tied to the number of command centers a player has in their bases?

I love the installation idea, makes a lot of sense but I can see how there should be some sort of limit on how many...after all when I first got a ver with these installations I would surround each of my bases with 4 sam sites. Though really the radar stations are the most useful so far (of course the UFO yard is gonna be cool too!)

3
Feature Requests / Leave the poor guy alone!
« on: March 28, 2009, 11:41:25 pm »
Playing Muton's version ufoai_2.3-dev_23753...I ran into a funny thing regarding rxn fire!


Rxn fire seems to work okay, allowing the aliens a fair chance to fire back but I notice the following:
1.) Alien A is equidistant from Ensigns Dead Meat and Gunna Bite-It. Deadmeat heroically fires twice at Alien A, hitting both times with the second shot eliciting a return shot from Alien A. Dead Meat survives!

Gunna Bite-It, due to line of fire problems (but not line of sight), moves to a better position, each step taken eliciting reaction fire from Alien A not upon Gunna Bite-It but instead the unfortunate Dead Meat. Dead Meat is shot at least 4 times more.

I guess the point I am trying to make is that rxn fire works well (i.e. allows aliens to try to kill humans) but the targeting seems off? Is this really an issue or the way it is intended to run? If this is the intended procedure then I apologize.

4
Design / The Spread of XVI
« on: March 28, 2009, 11:34:50 pm »
I've been reading the wiki about XVI and I have a question: Will there be a visual representation of XVI spread on the geoscape?

5
Feature Requests / Crabwalk (Vista)
« on: March 25, 2009, 11:24:10 pm »
If I have my guy crouch and then move, he can longer move while standing up. He can still move around while crouched. March 23 dev release 23665

6
Feature Requests / Actors walking in the air (Vista)
« on: March 25, 2009, 11:23:10 pm »
There appear to be invisible steps which trap actors into either going off of the map into the black border or up into the air. once in the air (my guys at least I saw that) could no longer move around but could still turn around. I have not had an opportunity to determine whether or not they can see anything while airwalking. \\As mentioned before this is the march 23 dev release I could from the Win 32 Installer link (latest one by odie).

 March 23 dev release 23665

7
Feature Requests / Aliens do not attack (ranged or melee)
« on: March 25, 2009, 11:21:25 pm »
I am playing the march 23 dev release on Windows Vista (thank for your condolences) and I have noticed that the aliens walk around my guys, even one space away and do not take any offensive action. The aliens do continue trying to end their turn out of my guys' LOS though. I got this version thru the Windows Installer sticky, not SVN.

 March 23 dev release 23665

8
Design / War. What is it Good For?
« on: March 17, 2009, 09:50:25 am »
Hostile humans (towards PHALANX) has been confirmed.

Will there be the following (NO I cannot code it):

1. Hostile "humans" (the virus story confirms this to be true?) the devs say so.
2. Hostile "human" Air Forces?



9
Design / The look of the future
« on: March 09, 2009, 11:30:25 pm »
I have a few questions about the look of the setting. This range from whether or not there are flying cars, pervasive and dominant cultures (such as Japanese advertisements in America from Bladerunner), how closely packed buildings are to each other in large settlements, that sort of thing.

Is there a cyberpunk feel to the setting? Partly I'd think not just because while corporations play a role in the game (supplying weapons etc) they are not mentioned as being the dominant force in the setting (unless I missed something).

Are the terror attack maps (the city based ones anyhow) slated to be dark and grungy, or generic? I understand there would be exceptions (I am thinking about sketching out an arcology mission for example)




10
Mapping / Terrain types
« on: March 09, 2009, 08:53:45 pm »
Okay I have decided to try to make a small contribution to the map development by submitting sketches for talented modelers/mappers for porting into in-game objects. I have a couple of questions:

A. Bladerunner style Billboards: a useful sniper perch with one or two thick poles providing ground cover as well, the billboard would consist of a narrow catwalk that runs along all sides of the bill board, and is accessible via a ladder on two sides of the billboard. 3  questions for this one:
1.) are ladders doable in this game?
2.) if not, would it be possible to use a very thin stairway?

B. Glasshouse/Domed building: more appropriate for either farm maps or out of the way locations, the glasshouse would simply be more eyecandy.
1.) having no experience or skill with mapping or modeling, are transparency effects possible?

C. Future cars: More eye candy, my question for this are more about what propulsion is used in the 2080s for the average civilian vehicle.




11
Design / Victory Conditions
« on: March 01, 2009, 06:10:52 am »
I had a thought while reading threads and I am not sure if this has been brought up before...

I think having victory conditions (in addition to cacking alien scum on the map) has potential. Maybe include it as an iron man or difficulty option. The reason for optional status is that these victory conditions could make the game much harder.

For example, having a victory condition where you have to "control" a UFO's cockpit before the end of the encounter would allow you to research the navigation unit. In the real world, things such as jets have self destruct systems in an attempt to keep valuable tech out of enemy hands. So not only do you actually have to enter that UFO (creepy) but the hard work done by the devs on the models gets to be appreciated.

Having victory conditions would probably be better implemented in multiplayer games.

I can't think of any others right now.

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