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Messages - Nutter

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76
Discussion / Re: UFO:AI and Kickstarter
« on: May 22, 2012, 03:07:04 pm »
Thought you couldn't.

You skewed the URL a bit, by the way.

77
Discussion / Re: UFO:AI and Kickstarter
« on: May 22, 2012, 02:51:53 pm »
They could probably set up a donation system without the use of Kickstarter.
Is non-commercial funding even possible at that place?

78
Discussion / Re: Alien Materials
« on: May 22, 2012, 02:24:06 pm »
Starchaser:...Ion engines...


This! And give it two! Pweeeeease?
Aside from being bloody hilarious, we already have and use ion engines since they're rather efficient in the real world.
Downside is that their thrust is pretty much laughable so they're only really useful in space at the moment but if you tacked on some of the (hundreds of) thousands of years of the technological advantage our foes have...not so instant antimatter substitute for some operations!

79
Discussion / Re: What do I need to build a hospital?
« on: May 21, 2012, 02:02:02 pm »
That sounds like...a massacre.
At least, untill the bigger ships get included. Might change then but we won't know untill it happens, now will we?.

80
Discussion / Re: What do I need to build a hospital?
« on: May 20, 2012, 11:57:17 pm »
Power plant and command centre.
Just how many defences can you build, by the way? Two are enough to take down pretty much anything currently included anyway.

Well, lasers, anyway but the missiles just don't seem worth it anyway.

81
Windows / Re: Can't Dress Alien Armour
« on: May 20, 2012, 08:11:42 pm »
You sell them now.
Have to make your own.

82
Feature Requests / Re: Mortars
« on: May 19, 2012, 11:45:54 pm »
Perhaps give IC airburst with an increased radius but a shorter effect (if they're ever going to last for a reasonable time span) and impact while HE gets impact and timed?

83
Feature Requests / Re: Mortars
« on: May 19, 2012, 06:22:59 pm »
The launcher transmits distance from target to the grenade which then detonates in mid air at the set distance so this happens.
Don't really see how the term could be confusing.

84
Discussion / Re: Building first base
« on: May 19, 2012, 04:02:23 pm »
When you're an international organisation of more or less every country in the world, I'm pretty sure you don't have to rely on a single member to supply you with stuff. 'Best of the best' approach on individual stuff like the one already in-game would make much more sense.
And honestly, I'd rather not go into a debate on who has the best shit because the only way that kind of debate wouldn't end in a bunch of nationalistic dickwawing involves a fuckload of gamma.

85
Discussion / Re: Building first base
« on: May 19, 2012, 03:15:27 pm »
Think you can skip the whole 'American' bit in that case, though.
They're not the only ones with high-tech, ya know. And I'm pretty sure there are better things to find elsewhere in the world.

86
Discussion / Re: Alien Materials
« on: May 19, 2012, 01:54:37 pm »
With the exception of the Raptor, every single one of those craft fits in the small hangar, if I remember correctly.
Makes the prices laughable as they are. Think one should be making multiples out of a harvester.
Of course, that spawns a whole host of other issues.

87
Artwork / Re: Interface, HUD and other
« on: May 18, 2012, 04:49:00 pm »
And he's not the model you're looking for.
He's the model you need.

88
Artwork / Re: Interface, HUD and other
« on: May 17, 2012, 11:09:19 pm »
*Sigh*
It's an alien invasion, not a photo shoot.

89
Artwork / Re: Interface, HUD and other
« on: May 17, 2012, 08:23:39 pm »
Given that it's a victory, he probably removed it. Armour isn't a fun thing to wear out of combat.
Though, maybe having him hold it under his arm or strapped somewhere around his belt might be nice.

90
Discussion / Re: Herakles: A death trap?
« on: May 17, 2012, 06:12:50 pm »
Yeah, it's a pain. Especially since they all tend to stare in the same direction when you start.
Problem is that even then, at least the Firebird has a rather shitty setup. Read: Half your squad is wide open for a plasma burst due to its open sides and the only way to hide them is to order them out. And even the two next to the entrance aren't in a much better position. Good thing the aliens are almost as shitty shots as your own troops.
What's the chance of treating dropship doors as actual doors? It might help.

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