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Topics - DarthLuca

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Bugs in older version (2.4) / Reaction Fire problem
« on: May 01, 2012, 08:57:00 am »
It happened again! (Running 2.4 Apr25)

Quote
A problem which I had never noticed before but have now encountered on two missions (2 occasions) seems to have crept in.
I have a soldier with reaction fire on and I moved to the limit until he is stopped by reaction fire reservation. But then I can't turn off reaction fire to access the rest of the TU's. Hope this makes sense.

Soldier was crouching, using an Assault rifle. Had 8 TU's reserved (31 total). Somehow used 24 units so he only had 7 left. Then unable to turn off Reaction fire. Can not reproduce to order (yet) - but working on exactly why it happens.

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Bugs prior to release 2.4 / Reaction Fire problem
« on: April 23, 2012, 12:30:31 pm »
Running version 2.4 Apr21.
A problem which I had never noticed before but have now encountered on two missions (2 occasions) seems to have crept in.
I have a soldier with reaction fire on and I moved to the limit until he is stopped by reaction fire reservation. But then I can't turn off reaction fire to access the rest of the TU's. Hope this makes sense.
 

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Feature Requests / Pause on Dropship return
« on: April 21, 2012, 12:44:31 pm »
Can we have a pause setting for when a dropship returns to base. This is usually the time when I sell captured items and review the crew based on injuries.

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Feature Requests / Sick soldiers and Variable clock.
« on: April 19, 2012, 11:06:45 am »
Just started a new (short) campaign to do some more testing.
A thought occured that a lot of the time not much happens (yes I know there's a FastForward). Now in a real life situation personnel are only human. People get sick, get stressed (and even break) under pressure, need leave, have accidents.
So as the game progresses, why not have a daily check to see how the personnel are doing. Who's fit for duty, who's sick, who's requesting compassionate leave, who's suffering mentally and needs some R&R (slow decline of moral if things go bad and someone dies for instance - maybe a mission goes REALLY bad and several die, or Phalanx craft is shot down, there are bound to be mental repercussions). This could easily be adjusted for difficulty with more chance of personnel being unavailable at higher levels. Too much micro-mgnt for some? Give an option to include personnel problems or turn them off.
Again would add depth and challenges to the game. One of the biggest challenges and interventions required is when things don't go smoothly and personnel have to be replaced or moved around even if it's temporary.
Anyway just a thought - No doubt it's been thought of before.

Second thought is for a variable clock. Many times the standard 5secs, 5 mins, 1 hour seem either too slow or too fast. So why not have the clock speed variable. Very easy to implememt - A second (or more) click on the required time would increase the time flow by that amount. You want 25 secs, well that's just five clicks on the 5sec button. Pause would pause AND reset.
Again just a thought.

5
FAQ / Flashbangs - Working or not?
« on: April 19, 2012, 10:19:23 am »
Title says it all. Should flashbangs be working in current 2.4 release? Do they work as described in pedia?
If not implemented already also feel they should be in Full 2.4 release.

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If you complete a dropship mission and then send the crew to another mission without going via base then the weapon config is not reset properly. Ideally it should reset to the starting position that you left base with, less any ammo or equipment you have already used.

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Feature Requests / Suggestions for 2.4 release
« on: April 18, 2012, 02:39:19 pm »
Some things that I feel should be in 2.4 version (and beyond).
1.   Middle mouse button on Geoscape should perform as Mouse 2 does and not zoom the map as it does at moment (That’s what mousewheel is for). This would bring it in line with the battlescape. Also remove free scroll from Mouse button 1.  Currently this is one of the biggest annoyances, you get used to scrolling with Mouse button 1 and then try to do it when one of your aircraft is highlighted, redirecting it to wherever! (Have done this sooo many times). At very least give option in control setup to change this.
2.   The ability to launch interceptors even if no alien ship active (essential to run escorts for dropship).
3.   Medikits should only heal a maximum of say 50% of total damage at a time. Could also be limited to 3 uses per kit but not essential (I know that this whole issue will be changed at some point in future, but at present it is too powerful - This is a simple temp fix).

I also feel that various other tweaks should be considered but are not essential (for 2.4).
1.   Review damage, ammo and accuracy of heavy laser. At present it is not worth the effort of using.
2.   Review the size and quantity of coilgun ammo. It is currently too limited and/or too big.
3.   Consider making a smaller, single tile workshop that can take 10 workers. Have a larger double workshop that can take 20 workers and is needed to make larger items such as aircraft. This will alleviate some of the space problems until the dual level base appears. Also no logic at present. You can have 10 scientists on a single tile, why not workers?

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