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Messages - Captain Skill

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1
Feature Requests / Re: Eliminate Blocked Spaces for Bases
« on: March 25, 2010, 08:43:07 pm »
I love the idea of facility proximities resulting in small bonuses; this is an organic, reasonable method that encourages players not to construct their bases in a snaking pattern. Hertzilla's ideas are a good start.

Second, having hangers, base defenses/AA facilities and the access lift all serve as entry points is another good idea that definitely helps countermand bottling.

2
Design / Re: Storyline - Research/XVI Census: No sense at all
« on: March 24, 2010, 02:46:59 am »
Prinegon, I love it! Nice suggestion.

3
Feature Requests / Re: Eliminate Blocked Spaces for Bases
« on: March 24, 2010, 02:34:41 am »
While I understand you want to increase variability in base layouts, why is that such an important thing? The base building aspect remains important (after all, if you want extra space for research/manufacturing, or new interception platforms for faster responses, you need new bases), and while a readily identifiable singular strategy may be ideal (isolate and group entry points, organize base in snaking pattern a single module wide), I honestly don't see homogeneity in layouts being worse for the game than the imposition of random building areas. Besides, the layouts for randomized areas will be built in accordance with the snaking setup anyways. If you really want to encourage base variability, do it with organic pros and cons that make sense for different kinds of layouts, so that the snake paradigm is not clearly supreme; the lack of such tradeoffs and their resultant interesting choices is what's truly at the root of layout homogeneity.

4
Offtopic / Friend Stars in First Music Vid
« on: March 17, 2010, 05:03:47 pm »
Credited as 'Franz Kafka', he performs the latter fourth of this indie music vid. Thought his rhymes and delivery were excellent, so I decided to share it.

5
Coding / Re: Preprocessing Failed
« on: March 14, 2010, 04:03:29 am »
Help? Anyone?

6
Coding / Preprocessing Failed
« on: March 11, 2010, 05:21:53 am »
Just downloaded the prepackaged version of Codeblocks, and followed the instructions on the page here. When attempting to compile the latest version of the trunk, the build finishes with the error 'Preprocessing Failed'.

7
Feature Requests / Eliminate Blocked Spaces for Bases
« on: March 10, 2010, 04:49:06 pm »
Why do they exist? They don't do anything for the game, and the existence of indestructible pockets of rock in a place you have surveyed and determined to be the 'ideal' location for a base in a given geographic area doesn't make much sense at all, besides the obvious reloading abuse that can be done. Eliminate.

8
Feature Requests / Re: Plasma and the Alien Minefield
« on: March 10, 2010, 02:29:58 am »
Honestly, given alien tech, they'd be much better off using deployable sentry guns for area denial purposes. Advantages include range, flexibility (particularly if designed so that it can accept any manportable weapon) lethality (highly accurate AI is doing the firing, and can engage autonomously in more situations), and reconnaissance (can 'spot' for the aliens, and generate alerts, silent or otherwise; granted mines can be purposed to do this as well).

9
Tactics / Re: What's a good 2.3 squad loadout?
« on: March 05, 2010, 12:22:03 am »
Kneeling vastly improves coilgun accuracy, and should always be used for long range shots. It's accurate enough while standing however, to be viable at close-mid range. Lack of ammo simply doesn't matter due to its lethality as it's a one hit kill unless you're missing far too many shots. All told, beyond Plasma Blades for CQC and Plasma packing Grenade Launchers and/or flashbangs for indirect firepower, I find myself wanting no other weapons, even on the hardest difficulty settings.

10
Tactics / Re: What's a good 2.3 squad loadout?
« on: February 27, 2010, 12:10:05 am »
Coilguns + Grenade Launchers/Flashbangs + Plasma Blades. All you need.

11
I'm firmly of the opinion that unless ammo count is a concern, the Coilgun is hands down the best weapon in the game overall. If you make your shots count, you need never look to any other weapon ever again (barring perhaps the grenade launcher for indirect, aoe fire support, and flashbangs). That said, plasma blades are invaluable for close combat as mentioned; they're guaranteed, reliable, TU efficient instant death.

12
Feature Requests / Maintain Inventory Option
« on: February 26, 2010, 07:40:42 am »
Each piece of equipment should include a checkbox, instructing the game to maintain a specified amount of inventory as ground mission retrievals and available funds allow, automatically purchasing the checked equipment should current inventory drop below the specified amount, or alternatively, to refrain from auto-selling goods needed to maintain the specified amount.

For example, if I set fragmentation grenades to maintain inventory at 20, and used 12 of my current 24 grenades on one mission, the game would immediately purchase 8 grenades in order to bring the inventory back up to the specified 20 automatically (as funds will allow, if funds are insufficient, the game will inform me).

In the case of auto-selling, if I instructed the game to maintain an inventory of 40 plasma blaster rounds, set the blaster rounds to auto-sell, expended 7 of my 42 plasma blaster rounds in a mission, and retrieved 14 from that mission, it would only sell 9 of those rounds, as 5 are needed to achieve an inventory of 40.

This enables a player to avoid the hassle of manually replacing items, or having to disable auto-sell and manually sell off excess gear.

13
Feature Requests / Re: Human vs. Human and more!
« on: February 16, 2010, 08:15:44 am »
Human aggressors definitely make sense in XVI infected areas, though I'm not sure if XVI infected human collaborators actively working with the aliens is a good idea.

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