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Messages - shaft350x

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Tactics / Winning Tactics in the Very Hard setting
« on: October 17, 2007, 09:41:28 pm »
I haven't played much even on standard setting yet, but I just wanted to know how your tactics differ on the hardest setting.

This is kind of inspired by the "door covering" thread since it was mentioned that the reactionary fire tactic might work all right there, but would get a team slaughtered on higher settings.

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Feature Requests / Re: Feature Req.: Starting Base Location Effects
« on: October 17, 2007, 07:50:29 pm »
It has more to do with your second point, of rewarding players to cover more of the earth.

Also I just thought it would be a neat idea to tie into more of the storyline.  Though maybe I'm just a rare geek that actually reads through all of the storyline.

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Discussion / Re: UFO:AI pre2.2 Review on Free Gamer
« on: October 17, 2007, 01:19:52 am »
Found my way to the game because of the review, but I kind of thought he missed some of the point of the game.  Since it is paying homage to X-Com where all of the "micro-management" stuff comes from, I don't think you can really just automate it all.  I haven't played too far into it yet, but I have enjoyed it so far, seems true enough to the style of play that used to keep me addicted for hours at a time.  I'm looking forward to the continued improvements.

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Tactics / Re: Your Tactics
« on: October 17, 2007, 12:54:31 am »
So far my tactic has been to split my team into 3 groups.  2 sweeping and 1 long range support.  The two sweep teams take different routes through the map to clear out aliens and get between baddies and civilians/save civilians.  The long range support usually is just a sniper with someone nearby for closer range protection.  I imagine tactics will change on harder difficulty settings.  Haven't used much close range or grenades.

Sweeper teams generally have reacitonary fire ready and I try to keep the team near some form of cover.  I will probably try to make more use of small arms and grenades though.  I like the previous poster's suggestion of two pistols to make a sniper more effective in indoor situations.

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Feature Requests / Feature Req.: Starting Base Location Effects
« on: October 16, 2007, 11:10:20 pm »
Hi, I just joined the forums, I've been playing a little bit of 2.1.1 (mostly because I don't want to spend 6 hours compiling maps and stuff).  So this is also my first post.

I don't know if this has been suggested before, but after reading about the different groups on earth in the storyline, it really got me thinking about the location of bases.  Mostly I was thinking that it would be neat to have the location of bases effect certain aspects of how the game starts out.

For instance, game-lore says that United America is making a come back through NASA, so if there is a base located in UA all ships are 50% more fuel efficient and/or 50% faster (etc.), but troops are fewer and less well equipped, and research is slower.  If a base is placed in the Asian Republic troops start out more highly trained with better equipment, but costs are 50% higher because of buereaucracy.  If started in New Africa everything starts off lower, but you have more soldiers to start with and their advancement is quicker. 

Perhaps even have the first base established in different locations based on difficulty.

As more bases are created the advantages are gained and the disadvantages are covered from the gains of placements on other continents.  Obviously having a base would greatly increase favor with that country while not having one in an area would make that country/power a lot less likely to fund PHALANX as well.

Sorry if this has already been suggested/discussed/implemented/etc.  as I said I'm new and I did do a quick search.

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