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Feature Requests / Re: Some suggestions
« on: October 01, 2014, 01:03:05 pm »
Thanks for the corrections! I like that you have a really constructive vibe here !
I started reading through the forum AFTER posting here and read how the smoke works. I haven't had time to play since my post, so I could not try the tactics yet but some of them seem unrealistic an overpowered. I think that the hiding inside smoke and just stepping out for scouting can be solved by changing the AI, so aliens fire inside smoke if they know that someone is there and giving shots that have no direct line of sight an accuracy penalty.
Seem I still have to learn some tricks about sending my ships around .
I had the Idea of roping or parachuting in because on some maps you can see the dropship and on other you cannot, of course being exposed to reaction fire seems logical if you arrive at a location outside of a dropship.
I think the developers should decide if a minimap or a zoomed camera view would be more suitable. Dropping equipment like cameras and UGVs also seems great, airsupport and shooting alien before arrival would probably need a lot of balancing.
Mortars seem cool, better idea for indirect fire than through-wall-snipers and would allow some interesting tactics. There is whole discussion on deployable weapons that was quite interesting to read.
I started reading through the forum AFTER posting here and read how the smoke works. I haven't had time to play since my post, so I could not try the tactics yet but some of them seem unrealistic an overpowered. I think that the hiding inside smoke and just stepping out for scouting can be solved by changing the AI, so aliens fire inside smoke if they know that someone is there and giving shots that have no direct line of sight an accuracy penalty.
Seem I still have to learn some tricks about sending my ships around .
As it is, a map preview showing main passages, alien craft location and choice of several landing positions would be a good start.
Perhaps target designators on soldiers could help. Then again, if you want to get targets in the open and have target designators, just roll a low-caliber mortar or bundle of missile tubes into dropship and have indirect fire support - much faster than remotes (once you have them) can get to the scene, and more precise (and less splash-y) that air support.
As to parachutes and fast-roping - why not, but a lot of aliens are going to use reaction fire. You have seen that "Fast Roping 101" picture, right?
But if it was more Apocalypse-y and "more than one dropship" was implemented, this could be a good idea for reinforcements.
Alternatively, drop a few UGVs on parachutes before landing or dropping troops: little boxy tanks are both less vulnerable and easier to fix, and even if they slagged one, at least now you know where's the trouble. Speaking of which, why ever waste trooper compartment space on UGV like in X-Com, and even then, why so much? They look squat, more than enough to be stackable 2x, and/or could be hung right on the door or ramp - it makes sense to lead with these anyway.
Same applies even more to deployed cameras: 3-4 webcams with tranceiver, wire landing gear and parachute can be cheap and small enough to cluster-bomb the whole map with eyes - losing a lot of them is expectable, but provides information too. A lot of fun can be had beyond visual range.
I had the Idea of roping or parachuting in because on some maps you can see the dropship and on other you cannot, of course being exposed to reaction fire seems logical if you arrive at a location outside of a dropship.
I think the developers should decide if a minimap or a zoomed camera view would be more suitable. Dropping equipment like cameras and UGVs also seems great, airsupport and shooting alien before arrival would probably need a lot of balancing.
Mortars seem cool, better idea for indirect fire than through-wall-snipers and would allow some interesting tactics. There is whole discussion on deployable weapons that was quite interesting to read.
2 = Not so. Basically the game tracks ammo down to the individual round. So lets say, a shotgun clip. Fire 2 rounds, and the game "stores" the odd 5 rounds and loads a new clip. Fire 2 rounds from that one, and 2 rounds from the invisible clip are used to round it back up, storing 3 "invisibly". Needler ammo, being large capacity clips that are emptied very quickly, seem to vanish as they are filled up from the "invisibly stored" pool.Maybe I was wrong, next time I play I will write down the number of needler and particle beam magazines I have, they just started disappearing and I did not remember firing those weapons at all.
Never really noticed them being too hard - if anything, the first few scout missions are too easy and lull you into a false sense of security.As soon as I figured out how to use cover I got a lot easier, I think the designers did a very good job here because tactics really affect the outcome of a battle.