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Messages - H-Hour

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481
Discussion / Re: Help us out: how many scientists do you have?
« on: November 02, 2012, 11:56:21 am »
Each new interceptor is better than the last. But I still haven't fixed the alien materials/antimatter issue yet, so the later interceptors can be difficult to keep in the air. It will be improved before 2.5 is out the door.

482
Artwork / Re: Tech images
« on: November 02, 2012, 02:14:59 am »

483
Discussion / Re: Help us out: how many scientists do you have?
« on: November 02, 2012, 01:27:11 am »
jcjordan: it's now configured so that you can reach the Herakles dropship (12 soldiers) around the same time as the Starchaser (research a Supply UFO). After researching the Stingray in the late-game you can then research a Raptor dropship.

484
Feature Requests / Re: IR-goggles
« on: November 02, 2012, 01:12:48 am »
More options are planned, but no solid plans exist. Almost certainly headgear will be used when we implement psionics. I've also considered some kind of accuracy-enhancing headgear (gun-mounted camera that feeds an image to panel in front of the eye for a special scope, for instance). But all these things require new capabilities programmed into the game so are not likely to happen soon.

485
Tactics / Re: I <3 Smoke Grenades
« on: November 02, 2012, 01:09:46 am »
Are your soldiers wearing Power Armour by any chance? Power Armour protects against this damage type. I think I wrote about it in the research text, but honestly can't remember I've edited so many of those things.

486
Artwork / Re: Tech images
« on: November 01, 2012, 08:06:50 pm »
Thanks Unisol. We'll get that added soon.

487
Feature Requests / Re: Weapon Damage And Size, Ideas
« on: November 01, 2012, 07:59:07 pm »
What about critchance/critdamage? Any chance of seeing this? That too would give the feeling of realism as it would simulate hitting critical body parts, or bypassing armor so full damage is applied. Doesn't have to be complicated either. A single fixed value would do it. Since there's already in-game messages when soldiers/aliens get killed, a message about crit could be implemented easily.

I am fairly neutral on critical hits. They can be a nice surprise, but I'd consider them a peripheral feature, which means even if a decision was made to introduce this it would likely get kicked down the road in favor of implementing other battlescape mechanics. One thing I have thought about is tying it to autopsy research so that it strengthens the interplay between the battlescape and geoscape. After an autopsy (in which a scientist presumably learned about the alien race's biology/mechanics), aimed firing modes could have a higher chance of scoring a critical hit (ie - now we know where to shoot them).

Do you know if we'll be able to mod item weight through ufo files too?

Yes.

488
Feature Requests / Re: Weapon Damage And Size, Ideas
« on: November 01, 2012, 06:26:53 pm »
Welcome to the forums, Martin. If you aren't playing 2.5-dev, you might want to switch over to that sometime. All of the weapons have been heavily rebalanced during this development cycle, though not in the way you suggest.

You've obviously put a lot of thought in, so I'm sorry to have to be the one to tell you, but I think you've misunderstood the size parameter. It  only effects how much space an item takes in base storage capacity. There is currently no weight/encumbrance mechanism. Darkrain is in the final stages of implementing this, but we will use a separate parameter to define the weight of each piece of equipment.

Your suggestions about range are interesting, but I don't find them very compelling. I'm not sure what the motivation is. If the motivation is to add a sense of realism, then I would say that implementing this will only call attention to the stylised scaling of the battlescape. We have assault rifles that are only effective out to 20-30 meters and sniper rifles that have a hard time hitting passed 50 meters. Real combat takes place across miles, but our battlescapes are small recreations of tactical combat. Implementing damage fall-off at range for all weapons would just exacerbate the problem, since most rifles are highly effective out to 300 meters.

If the motivation is to introduce a new game mechanic -- an additional tactical layer -- I'm not sure it would bring anything new to the table. Managing range, exposure and closing with the enemy are already vital parts of the battlescape through the use of close and sniper weapons (this is something that has been improved in 2.5-dev). The player already benefits from putting the right weapons with the right troops in the right tactical situations -- long-range, mid-range and close-range. Introducing a range fall-off rate for each weapon would significantly increase the complexity, but I'm not convinced it would make the combat more interesting.

You're right that our combat damage model is, IMHO, a little bit too simplistic. This is particularly the case in how it deals with armor. There is currently no solid mechanism for handling an individual ammo's "penetration" capability, for instance (we hack it in a bit with the dmgtypes/resistances).

To be honest, it seems to me like you've got into the numbers a bit too much. To suggest that one weapon could dominate because it has the highest damage-per-some-parameter is to miss the fact that the Battlescape is not really a number crunching game, despite its turn-based, chess-grid design. How you cultivate different soldier strengths, then distribute and utilize these in a 3D environment, is far more important than basic damage-output. Don't get me wrong. Numbers matter and by the end of the game you'll have a very tough time if you're still fighting with the start-of-game weapons. But in any space with at least a certain level of complexity (and not all of our maps meet this criteria), TU costs, chance to hit at various ranges and indirect fire capabilities are far more influential than sum-total stats.


489
Discussion / Re: Help us out: how many scientists do you have?
« on: November 01, 2012, 01:20:21 pm »
Thanks for the responses. If anyone else wants to add more, please do. I have another question to add to the mix. How are your finances? Is it difficult to pay for 70-80 scientists or are you rolling in the cash after 5-6 months?

490
Tactics / Re: I <3 Smoke Grenades
« on: November 01, 2012, 11:10:02 am »
On that tangential note, do flashbangs work in 2.5-dev? I couldn't tell what they do the few times I tried them.

Flashbangs reduce TU instead of HP. When used successfully they can prevent reaction fire.

491
Discussion / Help us out: how many scientists do you have?
« on: October 30, 2012, 11:50:36 pm »
I'd very much appreciate it if those who are playing 2.5-dev would take the time to answer the following question.

What difficulty are you playing at?
What is the current date in-game?
How many scientists do you have?

Please, only those playing 2.5-dev. I'm trying to adjust research times to fit our new campaign schedule.

492
Feature Requests / Re: Plasma blade should be re-equipped after mission
« on: October 30, 2012, 10:47:53 pm »
Oh, sorry, I misunderstood the OP. Not sure how, but I must have read "re-equip" as "reload".

493
Tactics / Re: I <3 Smoke Grenades
« on: October 30, 2012, 10:46:03 pm »
+1

Smoke grenades are a bit of a paradigm shifter and I'm surprised I haven't heard more talk about them since they were implemented.

494
Feature Requests / Re: Plasma blade should be re-equipped after mission
« on: October 30, 2012, 06:01:17 pm »
Plasma blades are a one-use weapon.

Quote from: Research Results
We were wrong to think of the plasma blade as a knife. In essence, it is a one-shot anti-armour weapon, like the Panzerfaust of WW2, except designed to kill armoured infantry and small vehicles rather than tanks.


495
Offtopic / Re: Probability In Games
« on: October 30, 2012, 11:44:38 am »
Interesting. He's just put up another on X-Com about save-scumming and RNGs.

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