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Messages - pete.lindsey@hotmail.com

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1
Feature Requests / Sniper Rifles are too uber
« on: December 01, 2006, 05:54:15 pm »
I think there should be "mods" to sniper weapons to make them more uber... like extended clip, armor piercing rounds (or maybe biogenetic toxin rounds) reactive recoil and what not, could add some neat tactics to the game

2
Discussion / Re-assigning morons.
« on: December 01, 2006, 05:13:57 pm »
I have noted generally worthless recruits at the start of each game, it seems to be by design

3
Discussion / Storage
« on: December 01, 2006, 04:57:10 pm »
if it's on the block for soon to be recoded, it would be nice if it cleaned up better... that is when you drop something into the storage that it places it automatically in the least wasteful space.... ( I know that this would have low priority but just keep it in mind when you guys are doing it)

4
Feature Requests / One custom soldier
« on: November 27, 2006, 05:41:04 pm »
now I feel like an idiot... how do I vote?

5
Feature Requests / One custom soldier
« on: November 27, 2006, 05:39:52 pm »
I think the option to create a custom soldier is an AWESOME idea, those who feel that it doesn't fit in with the genre, simply don't use the option.

I think the best way to do it would be to allow customization (appearance) of any soldier, and allow stat manipulation (based on reasonably strict rule set) to those soldiers that promote

6
Feature Requests / Equiping Interceptor
« on: November 27, 2006, 05:36:51 pm »
speaking of arming the interceptor.... how to you buy armor and weapons for your ships?  I see that it SEEMS that I am equiping the craft with weapons and armor.... but ummm, when and how did I buy them?

7
Feature Requests / Sniper Rifles are too uber
« on: November 27, 2006, 05:35:29 pm »
I think the sniper rifle is fine, if anything I think there should be the potential for one shot kills with a high enough sniper rating/chance to hit

as for the production, after you mentioning the fact that I have already paid those salaries... man I feel cheated producing stuff... excellent point..

I guess the extra cost comes in from buying the do-it-yourself kit versions of the things you want to build?

8
Artwork / Heli
« on: November 27, 2006, 05:29:39 pm »
I think it looks awesome, are you aware of any "walk throughs" on how to do textures and modelling, I would love to be able to help as well

9
Discussion / why i can't fight alien with fists?
« on: November 27, 2006, 05:25:31 pm »
I am all for supporting the addition of game elements that create a more enriched experience... so does hand to hand combat in some way add to tactical combat?  Knee jerk reaction is no, it doesn't gain you anything that a combat knife or Kerblade doesn't give you.  After trying to think of a way to make it add something to the game, the best I could come up with way submission type grappling, lets say an alien steps through a door and you where ready?  So you grab is arm, turn him around, put him in a choke hold (using him as a shield) advance with your pistol at the ready.

But then you have to ask does the immense amount of changes that have to occur to make something like that work justify the limited value?

Sure I think it sounds kind of neat, but I would rather see the ability to lay flat, destructible terrain, better reactive fire, more weapons and equiptment and smarter learning AIs before I would want someone to spend thier time on hand to hand combat

10
Discussion / Multiplayer - line of sight
« on: November 27, 2006, 05:10:13 pm »
you could also check to see if the enemy is a "threat" is he wielding a ranged weapon...  use that to modify the threat risk to determine at what probability they actor should fire

11
Discussion / make the events more flexible?
« on: November 27, 2006, 05:06:32 pm »
I think the "timeline" for campaigns could be revamped to be more dyanamic.  Lets say that there were 3 terror missions in a row where 6 aliens showed up and they didn't kill a single bystander...  It would make sense that the aliens would increase thier efforts

12
Discussion / lifeless tactical maps
« on: November 27, 2006, 05:03:41 pm »
too bad you can't have a car drive buy, or so other pieces of equiptment that could be doing things.

Like an explosion near a firehydrant could make it pop off and spray water.

or a forklifter could be used as a make shift elevator

13
Discussion / Production Vs Purchasing
« on: November 27, 2006, 04:59:54 pm »
I admit, I found the sticker shock a little bit much at first, however I think the open market is where things should be aquired... I hate when I have to produce things just because I couldn't find any to buy.

I see the role of production for more of the "campaign items" of course there aren't any of those yet but... hint hint, might be a good idea

14
Feature Requests / Destructable Terrain?
« on: November 22, 2006, 05:08:44 pm »
Hey guys I am very new to this scene <2 days... but I am a super freakish fan of the X-com series.  Destructible terrain's role should really be reconsidered-  It can add SOOOO much to the tactics of a map, I do understand that the implications of earlier decisions make it nearly impossible to solve but I really believe that it is one of the key elements missing...

if anyone could suggest the proper reading I might be able to come up with a decent solution... (where to find quake 2 engine documentation)

15
Discussion / Game sound stutters
« on: November 21, 2006, 11:26:36 pm »
I do and I have tried both SDL and WAPI... (when I switch to dx the game locks up)

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