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Topics - Gunner

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1
Tactics / Bases placement and type
« on: August 28, 2009, 03:58:11 pm »
Just wondering how everyone handled their bases.

my technique is
3 intercept bases North Africa, Central  South America, Central Asia

1 research base North Australia

1 Manufacturing North America

each base has power comand, radar, and living quaters and stores

intercept bases carry hangers containment, plus 10 troopers, 2 interceptors, 1 gunship and 1 dropship, work shop and some engineers to keep a trickle of ammo coming in to replace that used in missions

Research base max lab and required living space, only 1 storage and containment

Manufacturing base has 2 hangers one for disassembly 1 for construction. plenty of workshops and storage

once antimatter is avalable every where get one

that way i get majority radar coverage and usually 3 to 4 planes avable for every interception

2
Feature Requests / Licensing
« on: August 10, 2009, 12:06:11 pm »
this idea may be totally fubar but here goes

as i understand it once research is done on a blueprint then earth factories start turning them out in small numbers that you can buy.

if in stead you sold the licences to produce the weapon you gain a small monthly income and an ability to Buy the equipment. the down side it that the amount you can sell the equipment is dramatically reduced.

so as an example plasma rifles.
you recover them from the battle field and can sell them at a high price because they are rare on earth. after research you determing how to produce then. how ever they are still rare as you are the only manufaturer. however there are 0 avalable for purchase

then you sell the licence, now you can buy the weapon on the open market and make a small monthly income off of it but the weapons that you claim on the battlefield are now only worth a 1/4 of what they were before being licensed.

3
Feature Requests / Equipment Roles
« on: July 19, 2009, 11:08:30 am »
Instead of assigning equipment to a person assign equipment to a role, and then assign a role to a person

so say you could have a Heavy combat role,
that's equipped with Flamers, combat armour, four fuel tanks, 6 frag grenades, and a combat knife

then you assign that role to 4 different troopers who then are equipped with all that equipment

then you could say decide that the Flamers isn't the weapon you want, so you change the role to use a plasma blaster, then all troopers will return their flamers and draw Plasma Blasters instead.

also would make it quicker and easier to tailor the load out for missions as you just have to change the role to a new one and not the entire load out.

4
Bugs in older version (2.2.1) / small bugs
« on: July 19, 2009, 10:47:26 am »
running 2.2.1 noticed some small bugs

on loading a save game after playing the game (or after the game has been running a while) the status displays starts going wrong

firstly on clicking a UFO you start off getting it's name and speed,
once the bug kicks in then you get just the speed or no information at all

the same thing happens to your own craft
starts off with name, speed, mission, fuel, ...
this becomes less and less until showing nothing

however closing the game down and loading a save fresh cures this

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