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Messages - jerm

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31
Discussion / Re: Alien activity too intense?
« on: July 11, 2011, 02:47:45 am »
Or make use of the broken medikit system.  :P
Just have the wounded guys heal each other and their as good as new.

32
Discussion / Re: Alien activity too intense?
« on: July 09, 2011, 02:38:28 am »
Hmm... scouting missions? Mebbe I'll try to screenshot it next time I see one. But still, should scouts and fighters be landing anyway?

In response to the thread, it's quite possible to run perfect missions even with just combat armor. If you play it safe, your guys shouldn't be getting hit TOO much anyway. Just keep the aliens at a distance and pepper them with sniper fire or lasers if you got them.

33
Discussion / Re: Alien activity too intense?
« on: July 08, 2011, 03:45:09 am »
I started ignoring UFO crash sites and just focusing on Terror sites. :P
I only land on crash sites when there are no terror sites around and I feel like taking on a mission.

Speaking of terror sites, why are scouts and fighters also launching terror missions? According to the UFOpedia, they don't have landing gear and are meant to be scouts/interceptors. :-X

34
Mmmmm... you would want that, wouldn't you? The sound of women hurt or dying.... turns your cranks, doesn't it?  ;D ;D

35
Bugs prior to release 2.4 / Re: UFOPaedia or UFOPedia
« on: July 05, 2011, 02:50:37 am »
I say just stick with the good'ol Americano English. I always thought daemon, paedophile(like honestly, right?) and armour looked kinda whack. Looks like French or something. Although I was raised learning British English, I'm all for dropping the extra letters. Language tends to evolve towards simpler and more efficient forms and having dead letters which we don't even pronounce is kinda silly.

36
Feature Requests / Re: Gun attachments and other ideas.
« on: July 04, 2011, 04:50:52 am »
Actually, there IS something like "self"-sealing combat gear. Near the bottom of the page at this link.

h**p://medgadget.com/archives/military_medicine/page/19

Basically, it a high-tensity band with a screw crank over the major artorial points in each limb, around the upper arms and upper thighs. No, there isn't one for the neck.  ::)

Anyway, when a limb is injured, either the injured or another person cranks the screw to tighten the band and stop the flow of blood to the affected limb. It is effectively a tourniquet. The bands are attached to the combat uniform. There isn't one yet that seals itself since its hard to program something to recognize an injury.

37
Discussion / Re: Soldiers hiding on the dropship?
« on: July 01, 2011, 07:07:43 am »
It's a bug for version 2.3.1. There's a patch to fix this problem somewhere on the board. Lurk moar!!!  ;D

38
Design / Re: "FIX BAYONET"
« on: June 30, 2011, 07:28:00 am »
I think Kemlo meant to say, while the idea sounds cool, it would not contribute much to gameplay and not really worth the hassle to code in. I mean, if you REALLY want to emphasize such realism, why not just code in an extra attack for all ranged weapons? Rifle Bash > 8 TU. Or Pistol Whip > 6 TU. Heck, unarmed agents should be able to Punch > 5 TU, Kick > 7 TU, Head Butt > 8 TU, Jujitsu > 10 TU, Body Slam > 12 TU. List goes on and on.

Then you get into issues of scalability and upgrades. Then it won't be long before we see chainsaw rifles ALA Gears of War.

39
Bugs prior to release 2.4 / Re: Geoscape hangs with attached save
« on: June 30, 2011, 02:50:06 am »
Just playing devil's advocate here. I'm sure the nations can't provide you with ALL their Sparrowhawks. How is each nation going to defend itself then? I'm assuming each nation is still going to have its own military forces and is only able to provide PhalanX with the surplus. You can't leave the rest of the world defenceless.

But I've been told by some other forumers that laser cannons are good.

40
Discussion / Re: Appearance of UFOs
« on: June 29, 2011, 02:26:01 am »
Hmmm... I'll do that and see how it goes.
One option is to try to intercept over water.
Kinda hard to do that. Can't exactly herd it towards water.. :p

41
Discussion / Appearance of UFOs
« on: June 28, 2011, 02:34:14 pm »
Is it just me or is the number of UFOs appearing in 2.3.1 a tad too many? Seems OK in the first month or two, then it just goes nuts with one appearing every 18-24hrs. Missions get too tedious when every UFO left to their own devices result in alien terror sites. And most automissions with terror sites or harvesters fail.

Maybe tone it down a little?

42
Feature Requests / Soldier traits
« on: June 22, 2011, 07:46:17 am »
I read through a few posts that almost fit the concept of what I have in mind. But instead of necro-ing an old thread and derailing it, I decided to start a fresh one.

Similar to what szopen mentioned about wanting more "personality" in soldiers instead of indistinguishable grunts, how random traits for each soldier with a 1% chance of a second random trait (elites). I'm still trying to figure the appropriate values based on what I've experienced so far and trying to keep it balanced.

Possible traits:
Triggerhappy - Reduce TU cost of shot by 10%. Reduce accuracy by 10% and hard cap at 80%. (Can be crouching behind an obese Ortnok  in broad daylight and still only have 80% accuracy) NOTE: Not sure if a fixed value for TU cost reduction might be better than a percentile. E.g - reduce TU cost by 2 as opposed to reduce TU cost by 20%.
Ford tough (or ironman) - Reduce total TU by 20%. Take damage proportional to HP but hard cap at 80% reduction. (less HP, less damage taken)
X Specialist - Extra 5% accuracy and XP gain with weapon X. X=Close, Assault, Heavy, Snipe, Explosive
Fragorphile - Extra 30% damage with explosive weapons, less 30% damage with everything else. (Latin: fragor=explosion phile=lover)
PhD (suggestions welcome for this one) - Reduce TU cost for medikit by 25%(or 5 TU). Reduce XP gained by 50%. (because 10 TU reduction would be borderline broken IMO, unless medikit system is changed)
Athlete - Extra 20% XP gain for primary stats (Str, Speed, Mind?) and less 20% XP gain from weapon skills.
Emo - Access to special sound files when hit with examples like: "Why ME!?!", "Always the little guy.", *frustrated groan*, *whimper*, "So... dark.... "(death)
OK, that last one was a joke but I needed a change of pace.
Fast learner - Extra 5% XP gain all round.
Pyromaniac - Extra 20% damage with the flamer. (Would be kinda OP if it included incendiary grenades) Less 20% damage with everything else.
Hyper - Increase total TU by 20%. Increase morale adjustments by 40%. E.g - normal soldier loses 10 morale for getting hit, a Hyper-trait soldier would lose 14.
Brute - Extra 25% damage with melee, less 20% accuracy with ranged weapons.
Femme fatale - Extra 10% accuracy with sniper and close. Less 10% accuracy with heavy and explosive.

Here are some of the ideas I pummeled out of my head. To be honest, I'm not even sure if they can easily be coded in so feel free to whap me upside the head if they're too much work.
 

43
Feature Requests / Re: New Grenade Launcher round.
« on: June 22, 2011, 03:01:15 am »
because the code needed for it is missing (to hold the flame effect for more turns, to make it expand, to make it hurt).

Oh, I had thought that such a code already existed - at least partially - since approaching flaming wrecks actually cause damage. Is that a tile property instead of an "object" effect? I'm a coding scrub so forgive me if I'm talking nonsense here.

44
Feature Requests / New Grenade Launcher round.
« on: June 21, 2011, 12:36:31 pm »
I seriously spent 10 minutes wondering whether to put this post in Feature Requests or Design. But since there's other weapon suggestions here, I will put this here.

I basically want to suggest a napalm/incendiary round for the GL as a form of area denial. While mucking around release 2.3.1, I noticed walking into or ending your turn near flaming wreakage HURTS (well, my dude was unarmored at the time). And I figured since there's already coding for fire in the game, it wouldn't be that far of a stretch to code in player created flames. To balance it, maybe set a turn limit to how long it persists. I'd say 5-6 rounds is plenty.
 
The second part might be a little more difficult, burning actors (or character). Allowing flames pass from inanimate tiles/objects to pass ONTO an actor. Basically, walking into a flaming wreakage/napalm and walk back out a flaming torch. Which, if the actor survives long enough, is also passable to other actors. (Imagine a burning armored Ortnok charging your guys)

Now, to justify such a weapon. While I understand PhalanX is primarily a "secret" organization, I would assume it adheres to many unorthodox "as-long-as-it-kills-aliens" combat doctrines. And area denial IS a viable tactical consideration. A damage-over-time effect would be the next best thing since there's no such thing as suppressive fire in UFO:AI (i.e - force enemy combatants to remain in cover with liberal cover fire).


45
FAQ / Re: Sniper rifle as accurate as a slingshot!
« on: June 21, 2011, 11:00:03 am »
I've gotten 1-hit KOs on armored Tamans. BOOM-HEADSHOT???  8)

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