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Messages - Thurak

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Discussion / Re: Help us out: how many scientists do you have?
« on: November 02, 2012, 09:22:14 pm »
on hardest difficulty I certainly have problems to get and maintain my scientists. The last game I had 70 tops but after two or three ingame months that number was reduced by 20 to make room for a work station and ten engineers when the most important ufo-building techs were researched. Not the most efficient way moneywise to scrap two labs, but on the other hand, more bases, including personal to protect them, just to disassemble UFOs were too expensive.

2
Discussion / Re: End of game after taking an alien base
« on: September 02, 2012, 04:29:15 pm »
The 2.5 campaign extends beyond this so you can kill multiple bases.

Yeeeeeeeeeeees!

I recently started yet another game. The game before that I ignored the base for quiet some time (for some techs and of course fun). That i don't have to do that anymore is awesome!

3
Discussion / Re: Auto Selling feature
« on: August 14, 2012, 12:49:11 pm »
That UI looks cool!

4
Discussion / Re: New wound and healing system on 2.5-dev
« on: July 31, 2012, 04:20:23 pm »
If you keep it more or less as it is then two things must be done, IMO: A few more soldiers at game start and a better hospital.
In game I often need two charges of a medkit to treat one wound, if that's WAD five charges in total for a medkit are a bit to few, I think.

I like the wound system very much, just a bit of tweaking and it will be great.

5
Discussion / Re: Feedback
« on: July 26, 2012, 11:48:28 am »
There is a scrollbar on the left which normally starts with "weapons". You can change that to armour, ammunition and items.

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Discussion / Re: New wound and healing system on 2.5-dev
« on: July 26, 2012, 11:44:24 am »
It is a possibility, but what do you do when a wounded gets healed up to 90%, is shot again, gets healed and shot again and so on and then dies with -1000 health at mission end? Maybe that's even realistic (to be patched up and, drugged so one is combat ready for one more minute or so before dying), but as a player I want to know after the battle that every soldier alive now is alive when the dropship returns to base and then stays alive at the hospital.

Just give the medkits ~20 hp instead of 2 and I think that would work fine. Definitely makes it more difficult, but that's not a bad thing! Oh and as mention: improve the hospital recovery rate.


It's a cool feature, thank you very much!

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Bugs prior to release 2.4 / Re: MtT's 2.4 buglist
« on: February 24, 2012, 11:16:47 pm »
I can confirm this oriental suburban problem. Doesn't ever work for me.

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