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Messages - val

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31
Feature Requests / Re: Implant System Idea.
« on: October 08, 2010, 06:17:43 am »
Might circumvent the implant weapon problem if the whole arm is removed.  What do you think a plasma hit does to an arm, leave a burn?  More likely turns it to charcoal.

Course', something like that would need a complete health system overhaul.

32
Feature Requests / Re: Melee Weapon: Laser Blade
« on: October 08, 2010, 06:11:51 am »
Well, maybe my version is a prototype for the actually laser weapons and as such gets quickly replaced.

Also, ITS NOT A LIGHTSABER.  One, its as long as a spear, Two, it has a magazine limit, and Three, it doesn't have a range limit like a light saber.

I'd have cleared this up earlier but I don't know how to add pictures to my posts.

33
Discussion / Re: Weapon Ideas?
« on: October 08, 2010, 05:58:09 am »
Got an alien weapon!

Go to Weapon proposals on the UFOAI contribute wiki and look for Alien KKV launcher.  Its on the bottom of the first list from the top.

Its a launcher for a antimatter/matter rocket.  No warhead. Doesn't need it.

2 types of ammo: solid(straight line explosive) or shredder(humongous shotgun!)

Also could add an alien shock wave weapon(shoots a wall of plasma curved on x and y diminsions.  Three different sizes.  Probably codable as hundreds of "projectiles".)

34
Discussion / Emplaced weapons
« on: October 08, 2010, 05:45:00 am »
Exactly what the title says.

Honestly, do you expect army bases to be completely defenseless? Or the National Guard in Washington DC not digging in when they hear aliens are coming?

In other words, there ought to be defensive works.
A couple examples:

Foxhole/Trench:Easily codable.  It's a hole in the ground, for god's sake.

Sandbags: Not so easily codable.  It ought to act as an obstacle to fire if someone's crouching.  Also should  add a TU penalty to jump over it.

Emplaced weapons: Just that.  A stationary object that can combine with a soldier to make a soldier/weapon with zero mobility.

35
Discussion / Re: Civilians... those little buggers.
« on: October 08, 2010, 05:27:55 am »
Waitaminute.  Why isn't anyone talking about the other effects an alien invasion?

To give a couple:

When a riot happens, there are some people that benefit from it.  Probably there's going to be some thieves or thugs or other such stuff about.  Which can be a real pain in the **s if one of them takes an interest to you, or even more so if points are deducted when theft is committed right in front of a soldier and he doesn't interfere.

Old wounds run deep.  There might be civilians shooting or fighting each other for vengeance during the chaos.

At least some civilians are going to be armed.  They might either make a stand against the aliens, or use the chaos to settle some grudges.

And finally, once word gets around, there's going to be militia groups.  You'll want a commanding AI for those.  They'll also be better armed on average than the regular civilian.


36
Feature Requests / Re: Melee Weapon: Laser Blade
« on: September 13, 2010, 06:50:14 am »
I've a way to make the laser blade work, if not as a melee weapon.

PHALAX already has infantry usable laser weapons.  Have a really long lasing chamber and capaciter mounted in a rod, with a simple switch trigger.  The user would squeeze the trigger, swing it around in a 45 degree horizontal(or vertical, or both) arc, then let go of the trigger.  The result is a laser "blade" that cuts aliens in half.
Of course maybe could let the aliens have a version of this first, then have the player reverse engineer it.

37
Feature Requests / Re: Implant System Idea.
« on: September 08, 2010, 07:11:10 am »
Hmm..
I can think of a different system for implants that's more creative than a point system.

We'll have 6 slots for implants or cybernetics:
Head
Torso
both arms
both legs

We have a variety of researched implants that can be installed in a specific slot. Either one implant per slot period, or a point system (Implant slot A can mount 15 points worth of implants. Implant A has point value 5, Implant B value 10, and Implant C value 5.  Implant slot can store (A,B), (A,C) and (B,C), but not (A,B,C) )

Probably:
Head implants influence TU cost on everything and accuracy.
Torso implants influence health and total TUs
Arm and leg implants get interesting.  Not only can they influence accuracy and TU's respectively, but there's a dozen weapons that are born to be mounted on a biomechanical arm or leg (say, a blade, or a submachine gun)

38
Well, if we're going mecha here, i've a couple weapon and support systems to consider, both for human HPAs and alien mechs.

Human
GUA 65 30mm autocannon
Basically an up scaled battle rifle carried and operated by HPA "hands".  Uses banana clips for flexibility; being able to switch out, say, HE ammo to SABOT easily would be a boon in battle.

M25 automatic gattling.
Another hand carried one, this one using either normal rifle ammo or .50 slugs.  Very high rpm.

"Angel Wings" Grenade Bombardment System
An array of six belt fed 25mm grenade launchers mounted on the shoulders.  Inactive, they splay out and back like an angel's wings. When activated, the grenades swing up and foward, let loose a volley, then swing back down to inactive position.

Magnetic shield
This requires research.  An advanced electromagnet system creates a fluctuating field extending out to a meter.  Plasma weapons diffuse upon entering the field and other weapons have bullet trajectories randomly warped going inside, through, or out of the field. The HPA is temporary shut down during shielding.

Both
CQC program
Available to both HPA and alien mechs from the get-go.  It's a program that, when activated, allows the mech to use it's limbs and legs as a weapon system.

Plasma lance/ monomocular swords
Upgrades to the CQC program.  Plasma lances(arm mounted bars of plasma) or monomolecular swords( up scaled arm mounted monomolecular knifes) are incorporated into the program.

Alien
Plasma cannon
A up scaled plasma rifle mounted on the arm. Probably has splash damage.

AM rocket pod.
A pod of down scaled antimatter missiles also mounted on the arm. Devastating against UVGs.

"Bleeding Devil" Personal Defence System
The mech floods an area around it with plasma, dealing plasma damage to all in the vicinity.

Jumppack
Antimatter from the engine is briefly rerouted to a rocket on the back, causing the mech to "jump" over obstacles.  Uses up all the remaining TUs.


Of cross maybe some people may want to switch around the weapons on both sides.


 


39
Feature Requests / Re: DiDiT's somewhat crazy weapon suggestion thread
« on: September 08, 2010, 06:05:58 am »
Alien anti armor weapons? hmm..
I suggested on the UFOAI wiki proposal page an alien KKV launcher that would launch a high speed antimatter rocket.  No warhead, but doesn't need it.  If it did....but i'd rather not brood on that.

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