project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - JTzara

Pages: [1]
1
Discussion / Aborting a Mission
« on: January 29, 2010, 11:43:21 pm »
Hello All

Thankyou once more on what's an awesome improvement on a great game. I'm still waiting on the one thing that would make it perfect (I've not been playing since I'm sure you guys have done great things with the story and I want to get the full effect!). I want my team to have to limp home, carrying my best guy when he's unconscious, together with the meagre stuff they picked up from the aliens (and maybe even an alien body), all of which will benefit them in the long term. Basically, I want the chance to lose well! I loved this aspect of the old UFO series, and if and when it gets implemented I look forward to playing the game in full!

Thanks for all your hard work

JT

2
Feature Requests / Aborting a Mission
« on: February 07, 2009, 08:22:09 pm »
Hi guys, and thanks for the game- it looks awesome and takes alot of my favourite elements of the X-com games and even improves on them. (I like that my team can survive a couple of hits from plasma weapons at the beginning, and they seem to be able to hit things, while still being at a suitable disadvantage- I always had to keep asking myself whether X-com _really_ was the best earth had to offer when they couldn't hit a barn door 3 feet in front of them on full auto :-))

I have a couple of questions, however. In the old games one of things that I really liked was that sometimes (esp early on when you don't yet have a handle on the them) you would find yourself being overwhelmed by the aliens, your top guy lying wounded and unconscious, and you'd decide to abort. Your last two guys would pick up what they could from the evac site, including the unconscious guy, limp back to the dropship, and head back to base with their tail between their legs, but maybe with enough to research that next time it would go better.

Now, on my build, if you evac, everyone dies, whether they're in the dropship or not, but the dropship always survives (in the old game if everyone died you'd lose the dropship, making the decision to abort even more important- those left for dead, but unconscious (or even just left behind...) were listed as MIA). Also, if someone gets killed, all their equipment is lost rather than left lying on the ground to be salvaged. This seems a shame, and takes out what could be one of the most exciting scenarios the game throws up. Any thoughts? If i'm aborting in the wrong way then please tell me!!

Many thanks, and congrats again on a great job.  :)

Pages: [1]