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Messages - headdie

Pages: [1] 2 3 ... 8
1
Feature Requests / Re: IR-goggles
« on: October 30, 2012, 01:42:52 pm »
Charlie, I get the sense you are missing the point of this thread.  The thread came about because we have/had the situation where you can IR goggle the map, find an alien through walls and then with the appropriate tech, snipe the alien through said wall which removes the skill and chance elements from the game.  So we are exploring ways to allow a mechanic that can help the player locate aliens without giving them what is in effect a licence to cheat

2
Feature Requests / Re: IR-goggles
« on: August 16, 2012, 08:47:03 pm »
but it would hamper shooting through walls and on the grenade front the difference between that area's accuracy and grenade accuracy would be the difference between kill and light/no damage (depending on armour)

3
Feature Requests / Re: IR-goggles
« on: August 12, 2012, 07:42:53 pm »
How difficult would it be to do something where aliens only visible through a wall using goggles shows on the map as a fizzy general area, say a 3-5 (size perhaps dependent on range) circle which the Alien could be anywhere in that space (random off set from 0 to maximum radius).  This way the player gets an idea where enemy aliens are without being able to snipe the alien based just on the IR goggles, obviously the player will then need to commit a soldiers to either spot the alien accurately for the wall penetrating shot or just kill the alien if it is an option.  Basically the IR goggles retain their function in nasty situations but are no longer a "legal" kill cheat.

4
Feature Requests / Re: Training Room
« on: August 12, 2012, 05:47:07 pm »
I was thinking if training was implemented if it was a system where by a soldier can take on say 3 trainings at once but the training is not permanent.  Basically the stat(s) the soldier is being trained/drilled in improve after a week/month of training and that point is held while training/drill is in effect.  if/when that training/drill stops the point is held for a month then goes back.  I am thinking it can be used if a soldier is struggling to keep up for some reason the player can give the soldier a boost until their stats catch up from battle experience.

5
Offtopic / Re: Possible game related fraud on Ebay
« on: August 03, 2012, 12:54:01 pm »
I will just leave this here

http://pages.ebay.co.uk/help/policies/software.html
Quote
Policy overview

Certain types of software - including academic, beta and OEM software - aren’t allowed on eBay, or certain restrictions apply when listing them, as described below.

Make sure your listing follows these guidelines. If it doesn't, it may be removed, and you may be subject to a range of other actions, including limits of your buying and selling privileges and suspension of your account.

---

Beta software can't be listed on eBay. These are early copies of software distributed by software developers strictly for the purpose of evaluation and troubleshooting.

Not allowed
Beta software, including test, prototype, and evaluation software
Beta keys, including beta cards and access codes
Previously redeemed or activated beta codes
Digitally-delivered beta codes


6
Discussion / Re: New wound and healing system on 2.5-dev
« on: July 31, 2012, 09:21:12 pm »
I know the team is being understandably cautious about using ideas from the X-com games and games inspired by them but would the system for recording health used in the UFO:After#### games be useful in that you have a health bar for your soldier, then depending on what weapon hits the soldier the green portion of the bar decreases and in the new space you get a red and a black portion of the bar.  The red portion being hits that can be recovered by medkit, black can only be recovered in a hospital.  if the soldier is hit again then depending on the damage type again the black will extend further reducing the overall damage recoverable in the field as well as the usual addition of recoverable damage.

Effectively the soldier will need 3 health variables in mission, Maximum health, Recoverable Health and a temporary Current Health.  In geoscape the current health is irrelevant so can be safely dropped and time in hospital incrementally improves Recoverable health until it matches Maximum Health.  This way a soldier that gets badly shot up will take ages in hospital but one who only take a few light plasma burns will be out fairly quickly.

Also instead of beefing up the hospitals directly would it be more useful to add hospital improvement research and/or be able to purchase equipment/supplies for them. 

The supplies route might be useful for balance if early in the war they are plentiful and easily obtained by the player but limit the resupply of the market so as the war goes on, especially if the player uses the supplies over heavily they will find that they have to produce the supplies which takes time and restricts access while not preventing their use.  Basically early on a player can get wounded soldiers battle ready quickly but later on when soldiers are more readily available it can take longer without a little management.

7
Artwork / Re: New plant models by replacing
« on: July 28, 2012, 01:37:06 pm »
nice

8
Mapping / Re: Giving the 1980s their vehicles back
« on: July 23, 2012, 10:20:30 am »
Blender is squares or triangles.  I cant really comment on recent builds as my preference is 2.49 because 2.5+ broke a script I need for other projects but 2.49 was all about learning the keyboard shortcuts, once you got the ones important to you memorised it is a powerful very fast tool to use.

9
I can confirm they were still in 2.4 and are in 2.5 snapshot 6th June 2012

edit

the as of Jun 6th might not be the case as though i am sure i installed to a fresh directory it still installed oner the top of my 2.4 install.  must be loosing the plot.

10
Offtopic / Re: What should i play now?
« on: July 13, 2012, 04:30:59 pm »
If you havnt, you should play the UFO:After Series - great games! The first one is a bit simple but the sequels are awesome.

in some ways I prefer the simplicity of the first game but at the same time it is nice to see that each game is not just a clone with a new story, there are also game play differences, mostly in the geoscape, which make each game worth playing in its own right.

edit

Re-live the good old days!

Gorillas

I had this with a version of DOS, 6 or 6.22 I think cause we had the basic pack with it

11
Bugs in older version (2.4) / Re: Credit above 10m in 2.4
« on: July 06, 2012, 08:01:51 pm »
so why aren't you spending it?

12
Artwork / Re: Hyperion Class Armed Dropship
« on: July 04, 2012, 01:04:18 pm »
Well I have run out of steam on this, so here are the most up to date files for anyone who whats to have a go.

13
Artwork / Re: Alternative Plasma Weapon Appearances?
« on: July 04, 2012, 12:10:54 pm »
Thinking in terms of soldier animations the blaster might not work with the pistol grip/trigger assembly where it is, unless the heavy weapons animations have been put into place.

14
Artwork / Re: Hyperion Class Armed Dropship
« on: June 23, 2012, 08:27:14 pm »
yay i'm not dead ;)

indeed I had planned on mottling the colour a little, I have also added some "paint chips" on the edges of the blue but I'm not happy with them at the minute.

thoughts?

15
Artwork / Re: New plant models by replacing
« on: June 15, 2012, 08:17:51 am »
Blender can be a pain to learn, but it's worth it (well I would say that seeing as it is the program i use  ;) )

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