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Messages - val

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1
Feature Requests / Re: Nuclear aircraft
« on: September 09, 2012, 03:48:51 am »
First thing coming to mind is carrier. Big, but heavily armed carrier with few smaller aircrafts onboard and some supplies. Some kind of mobile interception base, i think many would like such thing in beginning of game for possible coverage of all planet by patrolling. It will be expensive however.
Airborne aircraft carrier sounds pretty cool. Maybe have each heavy aircraft be a very small base, to ease modification? It can only be modified when docked, though.
And honestly, first thing I thought was a Mobile Maccross Missile Massacre.

2
Tactics / Re: Your Tactics
« on: September 08, 2012, 09:08:49 am »
Sadly, you're wrong. I cheat.
A nuke launcher would be cheating.

3
Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: September 08, 2012, 07:41:40 am »
So, XM25?
I support!
Possibility of airbust shells? Timed shells preprogrammed before firing. Doesn't need sensor input otherwise, so Faraday cages can be used.

4
Feature Requests / Re: Nuclear aircraft
« on: September 08, 2012, 07:23:52 am »
I'm back!
And I figured upgrading the nuclear planes to AM would be a stopgap until proper aircraft can be produced.
(sorry for necro)

5
Feature Requests / Re: Nuclear aircraft
« on: March 19, 2012, 07:00:01 am »
Those are some pretty nice 3 points you have there.

Would be a shame if anything happened to them. :D
Anywho:
*The subcritical reactor Phalanx uses in bases turns off at the flick of the particle accelerator switch and makes waste that only lasts weeks. Use that.
*In this case, it's not that it isn't fast(it's VERY FAST), it's not at all agile. In addition to the normal g-force issues, it's a heavy plane by necessity; cooling and reactor shielding, you know?
*It probably couldn't land on anything but water, really. Like you said, it's too big, and asking the designers of such a plane to make it VTOL would probably result in a flat no. Maybe a new off base installation, build-able only offshore, to refuel the planes?

6
Feature Requests / Re: Nuclear aircraft
« on: March 19, 2012, 05:11:51 am »
ANother thing: actual nuclear propulsion was attempted via the Convair X-6. That was the bomber I meant, not the NB-36.

7
Feature Requests / Re: Nuclear aircraft
« on: March 19, 2012, 05:00:41 am »
Another note:
The bomber in question was the Convair NB-36. It used electricity from a nuclear reactor to power it's self
The USSR tried the same thing with the TU-95LAL.

8
Feature Requests / Nuclear aircraft
« on: March 19, 2012, 04:51:32 am »
Hello,
I have a suggestion to make. Waitaminute, this is the feature requests board, of course this is a suggestion.
Anywho, I've been looking around the forums and the online ufopedia, and there is no hint or suggestion of a long endurance(Thinking days, weeks maybe) aircraft anywhere, despite how useful this might be to Phalanx and anyone shipping/watching anything in general.  Two prototypes of nuclear aircraft were developed by the US during the Cold War, a manned bomber and a strategic cruise missile, were capable of endurance measured in months.
I think it would be implemented like this:

*It's big. No one's using fusion practically in the game, otherwise Phalanx would be using it. So it's critical/subcritical fission, and that means reactor shielding and coolant. So, it's large, not at all agile, and probably fixed winged.

*It's fast, with insane amounts of "fuel". The cruise missile in question, Project Pluto, was theoretically capable of supercruise(supersonic cruising) for months before hitting a target.

*Because it uses a nuclear reactor and is big to begin with, it can carry a lot of stuff you wouldn't trust to UN shipping. Stuff like antimatter.

*It can use bigger/better/more exotic equipment, for same reasons as above. Like antimatter missiles or base radar.

*It can be upgraded to antimatter easily. It's already built with a large, high thrust engine in mind, so adding an antimatter engine is a matter of reinforcing the plane.

*Because it's using nuclear/antimatter propulsion, it might be capable of lifting it's self into orbit.
This is the one thing I'm not sure about; might be cool to have an early space interceptor as a stopgap, but possibly game breaking for being able to nail the carriers in orbit early.

That's what I got. Comments?

9
1.Hovering UVGs are actually vulnerable.  Remember, they're flying, giving aliens a shot from across the map cause they can't take cover.
2.Organic intelligence tends to be more flexible than machine intelligence.  NOTE: next AI overhaul should reflect on this(i.e. aliens make choices more randomly than 'bots).

10
Feature Requests / Re: Upgrade basebuildings - another way
« on: October 22, 2010, 04:59:18 am »
Anyone think the turrets should be customizable?  Not during a mission, but it'll allow a more open ended tech tree by nature.

11
Feature Requests / Re: Ability to Rotate Multiblock Buildings
« on: October 22, 2010, 04:44:55 am »
YES.  IT'S REALLY ******' ANNOYING.  Puts the hell in Hellgate London just in rearranging the inventory to pick up that last volt rifle(yes they use a tetris like system for that)....

12
Feature Requests / Re: UGV Equipment?
« on: October 22, 2010, 04:41:02 am »
Doesn't really matter if you aim at an alien ship.  Most likely the civilians there either fled or don't have a care in the world an more.  Good point though.

13
Tactics / Re: Your Tactics
« on: October 22, 2010, 04:29:05 am »
Quote
i kill all aliens on the 1st turn. Guess how.
That'll take a lot of grenade launchers and TUs.  Or a mod with a nuke launcher.

14
Exactly why I included alien mech equipment.

15
Feature Requests / Re: Praise and Possibilities
« on: October 15, 2010, 02:10:23 am »
Got a sentry turret design that's balanced enough to not be god.
So:

1.The turret is a gun mounted on a tripod with a laser ranger finder.

2.When set up, the turret "scans" an area in front of it with it's rangefinder.This takes a turn.(Should be adjustable on the go for the turret's "area of responsibility."

3.Afterward, the gun transverses back and forth during the enemy's turn.(rangefinder still on.) Every x TUs taken by any enemy makes the gun turn y degrees.

4.If the gun finds a range difference with the original scan and the current range reading, the gun stops traversing and starts firing.  When x TUs is taken by any enemy, the gun fires with a certain firing mode.(Again, adjustable on the fly.)

5.Once the range returns to it's original value, go back to step 3.


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