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Topics - TallTroll

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Feature Requests / Variant starts for 2 level bases
« on: October 24, 2013, 06:05:16 pm »
When 2 level bases are implemented, what about different base layouts being made available for the initial base? Since the initial base is configurable, there could be multiple different base layouts offered to the player, eg

1) Current base (or a 2 level version)
2) Extra labs (20 or maybe 30 lab space)
3) Extra workshops
4) Extra hangars (2 interceptor and 2 dropship hangars)
5) Extra defences
6) Base : Sparta (just the required buildings and a radar, no hangars, no or little living quarters, no hospital)

and so on. Maybe some have labs or workshops, but not both, or extra defenses and extra labs, but you get less starting cash.

You could even tie in the difficulty system, where lower level games not only start with more resources, but can choose any base type freely (100% chance for all types), but as you increase difficulty, you get a more restricted choice, and maybe even just have to take what you are given (which might still be exactly the base you would have chosen, or maybe certain base types are forbidden at higher difficulties)

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Feature Requests / Month end procedure
« on: October 08, 2013, 05:03:39 pm »
I'm playing a game of 2.5, and it struck me that the month end procedure is a bit of an oddity. In most other important aspects of the game the player has a lot of control, but at month end you just get whatever the nations decide to give you.

Would it not be better to allow the player some say over what resources they take? I certainly find there are times I would happily trade some or all of my (unnecessary) pilots/scientists/engineers for One. Good. Soldier. What about some sort of "requisition points" arrangement, where the player can prioritise certain employee types, or even just ask for more money if they don't really need anyone? For example, my current pilot roster is about 50, of whom I use 5, and have had 1 lost in battle. I doubt I'll ever *need* another pilot again, and yes I will use a few more as I build new bases and craft, but I doubt I'll ever have more than maybe 10 craft in service.

It would also be nice to be able to request soldiers with particular skills. Finding rookies who can wear even basic armour and use a rocket launcher is hard, and most months I'd happily trade all of my new employees for a trooper who can manage it.

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Bugs in stable version (2.5) / Oddity on map "Laboratory"
« on: September 01, 2013, 07:04:17 pm »
Not sure if this is a bug per se, but... ;)

When playing the Lab map, my Firebird spawned units 2 and 5 *on top* of the dropship, rather than inside it. Since one of those was my rocket sniper, it was very useful, but I'm fairly sure they shouldn't do that  ;)

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Feature Requests / Grenade launcher : high register fire
« on: June 03, 2011, 06:23:09 pm »
It would be super handy for the Grenade Launcher to be able to shoot *up* more, on occasion. Aliens on rooftops (esp on Mid East maps, with those huge targets roof areas), and behind fences etc, currently get an easy ride, because you need considerable lateral displacement to make the angles work. Being able to switch to high register fire would just make them slightlier easier to deal with on occasion.

The same might apply to thrown grenades, presumably, and grenades from underbarrel launchers, if they eventually make an appearance, and any other weapon with an arced line of fire. It might also be useful for passing equipment, say tossing a medikit over a fence or onto a rooftop so a wounded trooper could be healed more quickly, rather than waiting for a medic type to run *around* the fence / get up onto the roof etc.

As a sidenote, I'd also like to see the GL get a small boost in range, like 5 squares or so. It wouldn't overpower the weapon, IMO, and would better differentiate the weapon from thrown grenades. Currently, it doesn't really have that much more reach than a thrown grenade, and real life GLs have a range of a couple of hundred metres, clear across pretty much any map.

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