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Messages - WhiteFang

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1
Discussion / Re: Medical staff
« on: June 05, 2010, 01:53:26 am »
This subject is becoming funny to read.

I can see both how having Medics\Doctors can be extra work and I can also see how they can be great fun
I think that is would be like what some people have tried with X-com. If done right, they would be fun,
but if done wrong they would just bog down the game.

Everyone had hit good points. With the human body no matter how many doctors look at you. You are not going to get better any faster.
On the other hand a Scientist can do an autopsies but a biologist probably could do it faster mainly because they know organic parts better
than other fields of science.

Side thought:
Why can you put 70 scientist on an autopsy even if you have only one body.

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Discussion / Food for thought - some ideas
« on: June 04, 2010, 09:23:34 pm »
I have had several ideas and I thought that I might as well as post them all in General.
I will number them so you can comment on a one or all.
I know not all of these people will agree with but I think that some of them would be fun to have in.

1. I know some might disagree this this one but reclaimable counties. So when the Aliens get a county on their side, you can get it back. I don't think this should be easy, I think it should be really hard but doable. What I was thinking was first you have to be so far in research for example, you have to have found about the microbes in the aliens and\or some other tech. Next  you have to catch a alien and do research on him but only after the county has switched. Then you have so many days to do so many special mission in that county. If you fail at it than you have to start back with catching a new alien because the microbes adapted to your vaccine.
I know this would be lots of work to program. I also think that you could have it as a setting so you can turn it off to make the game harder.

2. I know one had been posted before or something like it, so don't sue me for it. Some weapons should be upgradeable mostly rockets and grenades. So you get rocket and rocket v2. And flash grenade and then stun grenade.

3. Most of the Alien stuff you can't research until you get a alien that can tell you how it works. Doing this will make it research slower and the game longer but will stop people jumping to the best weapon in the game. Like in X-com jumping from rifles to heavy plasma. Plus it will get you to think of ways to catch Aliens.

All of these are in just rough ideas.
The more people put there heads together the great the idea.

3
Bugs in older version (2.2.1) / Living quarters
« on: June 04, 2010, 08:57:10 pm »


This is a bug but I don't know if anyone found it or not. I searched for it but nothing. I had my living quarters full and went into a mission. Some of my men died but that is normal. What wasn't is when I went to hire more it told me my living quarters was still full. :(  I check it should not be full but was.

4
Discussion / Re: Tactical Ideas?
« on: June 03, 2010, 04:22:50 am »
Well I might as well move on to a different topic. A big one I think should be discussed
is war tactics. You are at war with the aliens.

Some of my thoughts on this are:
The aliens catches some of your soldiers and interrogate them on where your base is.
When a ship crash lands some of the aliens try to destroy useful information or equipment on board.
Alien is about to be taken by your soldiers to is commits suicide.


5
Discussion / Re: Weapon platforms?
« on: June 03, 2010, 04:11:01 am »
I have some similar ideas. A ammo trunk is one, some times you give your troops weapons
only to get there and find you need a rocket launcher and don't have one. So the ammo trunk
would work like something like this it is a small robot that can carry up to four weapons
depending on the size. Or you can have it carry extra ammo for your troops.
I think it would work best if you are facing lots of robots or heavily armored troops
that need different weapons to take down.

Or a weapons platform that you can swap out the weapon that it has (only at the base).

6
Discussion / Re: Production for profit
« on: June 03, 2010, 03:46:18 am »
Homunculus good point. The way I was looking at it is that you are not really employed
because they gave you free rein on things. Where and how you build, buying/selling/making equipment, etc.
But if you look at it that you are employed then it would make sense you are restrictive on what you can do.
Then make me think that you can be fired too. So it all depends on how you look at it.

7
Discussion / Re: Production for profit
« on: June 03, 2010, 12:46:43 am »
And Why is producing for profit cheating? ??? How else are to make money?
Sell off UFO stuff, yes, but why not stuff you make your self.
I think of it like the MIB they held a paten of velcro.
You are a global force that in almost completely independent.
Many armies of the world sell off surplus equipment to the public.
If it is put in that you can't make some kind of profit from selling surplus equipment
then I think there need to be something additional to help make money.
Like bonus money for civilians saved or aliens killed.
You have to keep some money some specially if countries are not happy with you.

8
Discussion / Re: Weapon Ideas?
« on: June 03, 2010, 12:04:30 am »
Well I must apologize for this post then.

9
Discussion / Weapon Ideas?
« on: June 02, 2010, 11:00:45 pm »

I was playing a company remake of X-COM which was... OK, but UFO:AI is much better thought out, anyway somethings I did like that can be used in UFO:AI
is some of the weapons. They had put in some new types of grenades and rockets. Examples: Proximity Plasma Grenades, Chemical Grenades, Chemical Spray, Plasma Rockets, Stun Rockets are just to name a few. I think it will they will give more charter to UFO:AI.

Any thoughts on this?

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