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Topics - XCOMTurcocalypse

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Tactics / What's your loadouts?
« on: November 21, 2010, 04:00:06 pm »
Beginning : 4 Assault rifles, 1 Riotgun 1 Machinegun 2 'nade launchers.

Later on: 4 Plasma Rifles, 1 EM rifle (for wall penetration kills),3 Grenade launchers. For farm area/harbor missions, change EM rifle and 1 plasma rifle with 2 Snipers (but I think it sucks)

Also, can anyone tell me how to deal with extreme long range slaying Ortnoks in the open with no cover?

2
Discussion / A little feedback on my own.
« on: November 19, 2010, 05:13:53 am »
*Occasional crashes after tossing a medkit to someone.(Left hand toss is a guaranteed crash by me)
*Please try to code the reaction fire system better. It is a crucial part of a jagged alliance-xcom genre, and I never got it working :(
*The alien race: Reduce the scale a bit. A colossal nomadic planetoid scouring one WHOLE galaxy is simply the End Of All Things.Why bother winning, the galaxy is ruined anyway.Make it's progenitor race 2-3 systems away, and make the mothership the home of 3-4 billion and containing the sources of one planetary system who happened to bump into Earth for harvesting.Give a reason why its not attacking wholesale, such as a comet/solar flare/failure disabling its engines
*Ufo Crash recoveries: Look, I LOVE starting up close for a firefight, but this is too close for comfort!
*I LOVE GRENADE LAUNCHERS!(So far better than anything in open field)
*Auto-Combat yields no items. Please let it yield stuff.
*Don't you think ground sams should shoot a bit faster?
*Anti-Matter is going the way of XCOM, only yielded from alien craft. Perhaps in late game you can give a declaration that a high tech lab made some miligrams of antimatter and it can be bought?
*Is there any way you can recreate the RTS way of XCOM 3 or Ufo Aftermath?
*Tropical UFO seems to be very buggy :(

3
Discussion / A protest about installations.
« on: November 17, 2010, 02:58:52 pm »
Cheaper unmanned outpost idea is excellent, especially for radars, but I am yet to understand WHY I have to keep a UFO in a remote hangar built seperately or must sell it to other governments.

We are in 21st century and still haven't found a way to put a wreck in a hangar that does not need seperate monitoring or even just stick it in a warehouse for later study? VERY silly if you ask me.

-Sir, we downed an UFO!
-Splendid, have it hauled to the base and see what we can do.
-But sir, we do not have a UFO hangar!We must cut back our maximum radar buildings and build one!
-Else what? Can't we just put it on a truck and tarmac-
-There are governments that want to buy it sir, for the price of a dozen machine guns.
-Bollocks.

4
Tactics / Equipment
« on: November 17, 2010, 12:53:45 pm »
I feel like an idiot. I don't know how to assign soldiers their individual weapons! Would you people help?

5
Discussion / Income source proposal
« on: May 13, 2006, 08:52:30 pm »
It is very lovely to earn money from saved civilians,and mission performances.Still,more sources can be added to the game.I think about one-shot missions such as saving a CEO or such VIP from a Terror mission.For example,in every terror mission there could be a secondary goal,given by a phone call from a corporation,stating that one of their VIP's are stuck in the terror mission.Success should make players earn much cash,while failure gives great dissatisfaction to the Corporation,which can be translated in game as unhappiness to the government you did the terror mission on.

Any more ideas?You know,one never has enough money in XCOM similar games.

6
Discussion / How is the condition of the Team?
« on: April 28, 2006, 09:53:02 am »
Greetings to all again.I would like to ask how the financial and social conditions of the Developing team is.I would weep if this particular game comes crashing down due to lack of funding and time.What do you need mostly?

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