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Messages - kibber

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Feature Requests / Re: Eliminate Blocked Spaces for Bases
« on: April 07, 2010, 10:03:08 pm »
I read the second page and I understand the intent, but if a player wants to design identical bases they are merely showing economic wisdom.  It is cheaper and faster, not to mention smarter, to duplicate a design that works.  Personally speaking, no two of my bases are ever alike because of the budgetary, research, production, and defense requirements existing at the onset of construction.

Of course, an obvious drawback of "cookie-cutter" base designs could (and in my opinion should) generate a distinct combat advantage to the aliens after their first assault due to their familiarity with the base layout.  Even if they don't survive their assault, one must assume they have maintained contact with their superiors up to the point of their demise.

I am simply trying to follow the dictates of logic and common sense.  In my particular case, with my current second base, it is not quite logical for arriving personnel to check in with the sentry on the gate then go back outside and hike across the surface to where there is another entrance.

@geever - No rush, just trying to help with ideas.  Actually, I sort of like my blocked entrance - it justifies my opinion of governmental thinking....

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Feature Requests / Re: Eliminate Blocked Spaces for Bases
« on: April 07, 2010, 05:05:07 pm »
I disagree with having blocked spaces in a base.  My second base has the entrance in the bottom right corner with a blocked space above it and on the left side.  How do my personnel get into the base proper?  Must be a secret tunnel...  With even today's (let alone future) construction technology, including dynamite and various types of earthmover equipment, humans can pretty much build wherever they want.  Therefore, to make the original base more significant than subsequent bases, why not provide bonuses (or penalize subsequent bases) to research/production due to experience?

Additionally, it could be a requirement for soldiers to train at the main base to rise above the rank of Corporal.  To this end another main base building could be available - a training classroom of a 1 block size.  All tactical and physical training would take place presumably on the surface so it only needs to be a small classroom.  After a Corporal serves/trains for a month at the training center the promotion block is removed and he can transfer to another base and continue promotions normally.  During the training period, perhaps a weapon specialization could be selected and it would increase upon "graduation"?

Another thought would be a hospital buildable at the main base, but only clinics at all other bases with corresponding bonuses/penalties to healing rates.  Soldiers injured below a certain point must be transferred to the main hospital as their injuries would be beyond the scope of the clinic.

Production and research of various alien technologies could be limited to the main base, or personnel training periods required before they could then transfer to another base and continue their work, maybe 6 months experience for scientists and 3 months for workers?

This weekend I finally annoyed the aliens enough to have them finally attack my main base, which I had accepted the pre-built one when I started.  My thoughts on countering the snake base design would be to simply have objects or corners for aliens to duck behind as they make their assault.  During a base attack they could use a somewhat higher number of grenade attacks, maybe?  As well as a higher number of attackers....


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Feature Requests / Drop Ship Options during flight
« on: April 06, 2010, 09:25:53 pm »
I had an incident where I was letting the time fly by without paying too close attention which resulted in my only two drop ships (one with a very experienced squad) being chased and shot down by UFO's.  In such a situation I thought it would be sensible to be able to have the drop ship land and offload the crew.  At that point, the UFO can either strafe and destroy the empty drop ship causing the squad to radio for pickup by a new/other drop ship, or the UFO (if determined enough) could land and try to hunt down the squad bringing up a tactical battle.  Or it could do both....  Maybe if the drop ship managed to land far enough in advance of the UFO's arrival, there would be time for a camouflage effort thus enabling it to go undetected while on the ground?   Thoughts?

Also, in the early stages of the game when I have only a couple bases with a drop ship at each, it would be great to be able to do a brief refueling stop at one base on the way to the other.

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Had same problem this weekend with Muton's v.29004.  Happened at mission #10 immediately on killing the first alien.  Two of the 10 missions were terror missions, but I didn't have a recent save game so I did not attempt to duplicate the problem.  Didn't think to get a screenshot either, will remember next time if it happens again.

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Banana Boat SPF 1000 Suntan lotion -- it really works wonders........

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