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Messages - DanielOR

Pages: [1] 2 3 ... 16
1
Tactics / Re: What about cash???
« on: July 22, 2012, 08:20:20 pm »
Telok, this is hilarious!  Awesome!

2
Feature Requests / Re: Alien assult vehicles
« on: August 08, 2008, 01:37:40 am »
ghosta,

I think 1x1 is the indivisible smallest unit of space.  Having something occupy fractional space just invites all sorts of trouble.

The idea itself, however, has merit!  In most ways, the philosopht is that aliens are tougher, better than humans in a 1:1 comparison.  The concept of a fllood of weak critters, something killed by a single pistol shot (i.e. one hit from anything) is very neat. 

Having a bunch of those small, cheap scouts run around would also explain aliens' "omniscience".

Come to think of it, how about humans get to develop something like that too - small, not too expensive platform that can scarry quickly around and relay video.  At early stages having the little things to do the scouting would've been great.  maybe limit to two per mission.  Otherwise, the battle field becomes flooded with tiny spidies. 

3
Discussion / Re: Training Simulator
« on: August 06, 2008, 07:31:41 pm »
I do not believe it is in the 2.2.1  In the future, afaik, it will be a way to boost your soldier's stats in "peace time" - slow but safe way to improve.

4
Feature Requests / Re: Newbie problems, ideas, error
« on: August 06, 2008, 06:25:17 pm »
well, if you wait long enough, you do get a message that aliens killed a few humans, though it does take a while. I imagine, flat out ignoring terror missions will damage the happiness rating significantly.

but if you show up within a day or two of the attack, your soldiers, humans, and aliens spawn in designated places and the fun begins there and then.

5
Feature Requests / Re: enemy on earth is that on version 2.2.1
« on: August 06, 2008, 05:19:12 pm »
Don't believe you get to kill any humans, no.

6
Feature Requests / Re: Newbie problems, ideas, error
« on: August 06, 2008, 05:18:33 pm »
I like the poetic prose.   :)  Hope the devs do too.

Paranoic,

some things you list are not bugs, but properties of the game - like UFO appearance on battlefield not related to state of damage.  I think you just have to wait until one just lands and you get it whole.  Same goes for civilians not killed during terror missions - aliens get to the killing once you land, and if you wipe them out fast enough, no civilians die.

A lot of bug you list are valid, yet most have been mentioned already elsewhere.  I'll leave the rest to our esteemed devs.

7
Feature Requests / Re: Newbie problems, ideas, error
« on: August 05, 2008, 06:45:36 pm »
Paranoik,

If you want anyone to listen, I would phrase things differently.  "хладнокровнее, Маня, вы не на работе!" (Бабель)  Most people here are of the opinion that the game, as is, is not only playable but is better than practiacally any X-COM clone out there.

The game is free and is still under developemnt.  A lot of the things you listed are valid, yet many have been already addressed.  A short read through the forum, for example, would have informed you that the environment is completely indistructible due to the properties of the engine.  And there is currently a lively discussion on exactly how to circomvent that.




8
wikipedia has a great article specifically on moon landing hoaxes and mentiones the "waving flag". 

having recently seen the Kennedy space center at cape Canaveral, I have to say: that sh*t looked just crazy enough to have been really done.  If they faked it, they would have done a better job.  the real deal does anything but instill confidence - a modern PC - two at the most - have more computing power than what they sent those poor bastards to the moon with.  An average modern car has more computing power, for sure.

9
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: August 01, 2008, 06:32:52 pm »
TrashMan:

A-men, brother!  I whole-heartedly agree. 

10
Feature Requests / Re: Auto-reload for Auto-shooters ?
« on: August 01, 2008, 06:24:55 pm »
DoctorJ,

Guilty as charged, I indeed do not so much mind the micromanagement - as long as the squad is small.  I suppose I don't have a hugely strong opinion.  Removing ammo counters would be rather rough - especially with multiple soldiers.

While I don't know of any weapons (yet) that give you a digital readout of the number of rounds remaining, it is probably not a far-fetched idea.

The point about color blindness is a very valid one.  A lot of males do have a tendenecy towards red-green color blindness.

11
Feature Requests / Re: Auto-reload for Auto-shooters ?
« on: August 01, 2008, 01:26:02 am »
just to play devil's advocate...setting to RF when empty is a player's fault, and is equivalent to a soldier sitting in an ambush with an unloaded gun.  the "oh, shit" situation is possible in real life, and should be in game too:
soldier with RF wins the reaction check against the alien.
when trying to fire, loaded_amo = 0
If enough TU left in RF, reload
another reaction check.  If alien wins, alien moves.  If soldier wins, alien stays put.
if enough TU left after reload, fire.

the bad guy *may* have another chance to either move or shoot while soldier is reloading.  in that case soldier's death or a missed opportunity is attributed to player oversight, I would say.



DoctorJ, your proposal that soldier would reload first at beginning of a round would be covering the player's mistake with an intelligent algorithm for a solfier.  At that point, may as well tell the soldier "hold position" and they would sit, RF the sh*t out of the area and reload as neeede - until out of ammo, dead, or order is canceled.  This is now a slightly more sophisticated program.  Not a bad idea, just a step away, I think, from the level of contrl the game implies right now.

It may very well be fun to have "move using cover" command (if cover is available) and a "suppress area" command, etc.  In fact, some neat improvements for alien AI can come of this.

12
FAQ / Re: research: how it works ?
« on: August 01, 2008, 01:11:49 am »
break19,

you DA MAN!  yep, transfering science dudes is exactly what I did.  should have left them as they were, eh?  good to know, thanks!

13
Tactics / Re: What's your favoret load out?
« on: August 01, 2008, 01:10:03 am »
solo?  no sh*t.  That's some hard core, DOOM style play, baby!

never got into pistol other than laser.
stun rod also looses the appeal for me once you have gas grenades.
sounds aside, particlebeam rifle is an excellent weapon - great damage potential, with spread only slightly worse than that of a laser rifle.  makes assault troops a serious force.

14
Tactics / Re: What's your favoret load out?
« on: July 30, 2008, 06:29:13 pm »
Sniper for precision shooting, assault for everything else, I believe. 

At what stage do you research them?  My progression is standard rifle -> laser rifle -> particle rifle.  Admitedly, standard rifle does not get many kills, but laser rifle is nice and versetile - works decently for cleaning rooms, and a good RF weapons as well, due to a low spread.

15
Tactics / Re: What's your favoret load out?
« on: July 30, 2008, 01:24:45 am »
here's my problem with them - they require two skills - both assault and sniper.  By the time I get the damn things I have specialists, not generalists. 

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