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Messages - Captain Bipto

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61
Discussion / Re: Snipers, and some questions
« on: March 22, 2009, 07:01:14 am »
Excellent point about the map determining load out. Are there any plans to allow the players access to pre-mission intel such as a sneak peak of the map via satellite photos?



62
Discussion / Re: Micro-management
« on: March 18, 2009, 06:38:23 am »
In that x-com clone that Microsloth did I did like the concept of equipment templates.

63
Discussion / Re: Latest real-world weaponry
« on: March 18, 2009, 06:37:05 am »
Geez, Okay okay there is cold plasma too but I doubt the PHALANX guys are going to just stand there and let the  alien spray them with it. However...cryo weapons are a pretty cool idea.

As far as the radiation goes, like I mentioned before, if you accelerate that plasma bolt away from you at high speeds...less exposure time.

NOW, as far as collateral damage goes (i.e. starting fires, irradiating the area...) I think the devs are entitled to a little artistic license and the ability to decide whether or not their plasma weapons also spew dangerous amounts of rads everytime they are fired.




64
Tactics / Re: Super-aliens or Alien heroes
« on: March 18, 2009, 06:29:16 am »
Whether or not that better armor would have an impact on the game is moot. If the only difference between the normal and super version is that the super version is just a heftier suit then the earthers would not learn much beyond the fact that the aliens have certain individuals, probably leaders who get to wear enhanced suits which are just beefed up versions of the standard armor.


65
Tactics / Re: Super-aliens or Alien heroes
« on: March 17, 2009, 09:59:52 am »
Are you also thinking about who's going to make this model?

It would be easy to do, simply have the Super-Alien wearing better armour than his/her mooks



66
Design / Re: The look of the future
« on: March 17, 2009, 09:54:05 am »
the Jetson post was a gag...

Mega Skyscrapers are prolly out unless being used as a map portraying said scraper...



67
Design / War. What is it Good For?
« on: March 17, 2009, 09:50:25 am »
Hostile humans (towards PHALANX) has been confirmed.

Will there be the following (NO I cannot code it):

1. Hostile "humans" (the virus story confirms this to be true?) the devs say so.
2. Hostile "human" Air Forces?



68
Discussion / Re: Was wondering if anyone else had the same thought...
« on: March 17, 2009, 09:44:45 am »
Welcome to UFO:AI




69
Windows / Re: Win32 Development Binary Installer Links
« on: March 16, 2009, 07:57:00 am »
Thank you Destructavator!

71
Tactics / Re: Your Tactics
« on: March 16, 2009, 07:35:12 am »
Odie,

thank you for the reply,

Dev ver is the only ver I like to use I have been able to use reaction fire (unless the version you are talking about increased accuracy) and that was not a big issue...

I think perhaps the coilgun should have three modes...aimed (most acc), snap (2nd most acc) and two fire (3rd most acc, best dmg). Using two fire would force the sniper to "waste" tu reloading and may preclude them from firing on rxn that turn (rookies suxor).  Coilguns are dangerous to use in practice because if one of the coils is even out of tune a wee bit, that can lead to catastrophic failure...but i think it could handle two rapid shots? I am no physicist, I just hang out with and bounce ideas for the game off of them.

What I meant was I like the idea of having a decent assault/sniper weapon (i.e. the bolter) and are concerned it is not that good. This really is a balancing issue that will be taken care of when the game is finished, until then it is the realm of the modder (not me  ???)





72
Discussion / Re: Snipers, and some questions
« on: March 12, 2009, 10:00:00 pm »
I never used snipers when I first starting playing this game...i don't know if it is 2.3 or what but snipers appear to be more useful now than when I was playing 2.2.1.

When I do use snipers I try to produce coilguns and bolters ASAP. Before I would tech/produce laser rifles and pistols, then the heavy weapon.



73
Discussion / Re: Micro-management
« on: March 12, 2009, 09:57:41 pm »
True.

One screen allowing management of multiple bases at the same time would be cool, for research, production etc.

74
Mapping / Re: Terrain types
« on: March 11, 2009, 10:44:11 am »
Heh, that means you like the idea ::)

75
Discussion / Re: 2.3 Don't Flame
« on: March 11, 2009, 10:37:50 am »
As a 2.3 player (i assume...) be more vocal in the forum and share any ideas you have. BTW I flame you &!^)*#, why don't you *&^(! your  ^%*(!%$

p.s. I would but I cannot compile 2.3 to save my &^()!)!)! &()! that include tortoise and other bloody programs...&!()!

p.p.s j/k of course!

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