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Topics - ferralll

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Feature Requests / Suppressing fire: For those hard to get aliens
« on: October 01, 2013, 09:22:25 pm »
New feature.  I am not sure if this is very possible, but I think it could work.

Basically there are some weapons that have a full auto option, that turn out to be pretty much useless because of accuracy. 
I would love to see some other effect of shots like this.

My basic idea is: If a bullet impacts with in a 2 square radius of a combatant, then the combatant looses a small amount (1-2) TU points for the next round. 
That means that you could use snipers, and when they do not hit, they are doing a small amount of TU loss. (Think of it as a flinch reaction eating up precious seconds)

But if you were to go full auto with a weapon, on a partially conciieled opponent, you could (if kept up) render him stuck in place and vulnerable to a flanking manuver. (also it would give the pinned combatant a the choice between reaction fire, shooting, or trying to run, rather than two of the three)


Just an idea... it might be completely unbalanced.  And it might change game play completely.  but it could also add a huge depth to the game play.
Perhaps a better way to do this would be to incoporate it in to the moral system.  where a saving throw vs moral will effect the loss (if any) of TU.

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Feature Requests / Quick List for soldier setup
« on: May 02, 2012, 01:49:18 am »
Simple idea that would allow for quick and easy soldier equipping. 

When equipping, have the ability to "save current setup".  This just saves the type and location of teh weapons/equipment on the soldier, and allows for you to name it. 

So you can have "flamer", and when you apply it, it automaticly puts the flame thrower, grenades, side arm or and what ever else you have saved ot that setup. 

It would just make load outs quicker and less tedious.  (especialy because the right clicking automaticly likes to put med kits and grenades in their hands)

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Kinda a simple idea. Though I do not know how hard it would be to implement.

Cause a flash bang to some times trigger enemy fire at the flash bang (or in a random direction).

This could just be a chance that it will fire, and have it related to the moral of the person who sees it. Thus it could be a great new tactic for approaching an enemy in a fortified position.

To implement this well, I think that every time an enemy is fired at his moral will be decreased.  This could be judged by a proximity method.  If a shot lands or passes through an area 2-3 tiles a way, then the moral will steadily get lower.  (Perhaps a different moral bar would have to be set up for this).  So, you could have a machine gun lay down cover fire at the enemy, then have some one throw a flash grenade to the other side of the corner, and if he fires at it, have another guy sneak up and shoot the distracted enemy.

Also this would give a bigger use to the machine gun.
Though the effect of moral would have to be thought out in a bit more detail.  Armor, amount of friendlies in the area, and other things would have to be taken in to account. But that is my basic idea.

(thanks for listening to me.  If I had more time, and a bit more programing experience, I would deffinantly be trying to contribute on the other side of this game.  I love it, and thankyou very much for making it!!!)

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