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Messages - jerm

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Tactics / Re: Pace of game
« on: September 06, 2011, 03:26:55 am »
Maybe there needs to be an alien frenzy event like the Megaspawn in XcomApoc. Instead of more alien ships, maybe have more aliens per ship like 25+ in a dropship. Or make the aliens more aggressive at targetting bases.

Tactics / Re: Taking Aliens Alive
« on: September 02, 2011, 02:58:25 am »
I don't know about you guys, I find the taser laser pretty useful. And it has the accuracy of a laser rifle so I would say it's worth while to stick it on a decent soldier (with good assault skill). Just hit the alien a few times with the taser and try to whittle its health down with laser fire (or earth rifles). And the ammo maintenance isn't really such a huge issue. It uses laser ammo which I mass produce anyway.

Oh, and for the lulz, use the stun rod. Freaking hilarious to use the full power charge on an Ortnok and then bonk it on the head for the finishing blow. (but risky) BTW, is it weird to still like earth-based rifles because of the awesome sound it makes?  ::)
The newer weapons just don't have enough "kick" to it.

Tactics / Re: Taking Aliens Alive
« on: August 27, 2011, 03:06:39 am »
You just need 10 aliens in your research area to research Strange Behaviour. After that, you can basically kill off any alien you have already researched. I could be wrong.

Feature Requests / Re: Fun stuff for later...
« on: August 27, 2011, 03:04:47 am »
No prob. I suppose different people have different definitions of fun. I guess I'll just have to learn to code and do 3d models then make my own patch.  ::)

FAQ / Re: Nation Giving up?
« on: August 27, 2011, 03:02:50 am »
Not sure about the current version, but as far as I know, nations that have given up are gone forever. Even in the original X-coms, surrendered nations means gg (unless of course, you are self-sufficient). Maybe you aren't expanding enough that they got that way.

Discussion / Re: Autoresolve ideas
« on: August 26, 2011, 03:08:12 am »
Hmmm... reminds of commander units in WH40k:Dawn of War. "Walk softly and carry a big gun."
"Slay the xeno, the mutant, the heretic!"

Feature Requests / Fun stuff for later...
« on: August 25, 2011, 09:23:28 am »
Not requesting this immediately, but just some food for thought in a later build. I thought it would be fun to insert little "easter eggs" in the game just so players can have a chuckle once in a while.
  • On December 25th, all aliens will be equipped with X'mas armor (equivalent to nano armor) which consists of a red fur-trimmed conical hat and a red fur-trimmed jacket. All aliens will also be equipped with kerr blades reskinned to look like candy canes and plasma grenades reskinned to look like gift-wrapped boxes. The x'mas armor can be researched and used by Phalanx agents but not produced in workshops.
  • Original X-com 1 screenshot on one of the monitors in Phalanx base defence missions

Feature Requests / Re: Indication of the difficulty level
« on: August 15, 2011, 02:53:40 am »
Just a thought, when saving the game, name it "Normal Campaign" or "Hard Campaign" instead of "Save 01"(or whatever you use). Unless you're like one of those RP guys and you want to save it as "Captain's Log: Stardate 186635".  ;D

Discussion / Re: Alien activity too intense?
« on: August 15, 2011, 02:49:09 am »
How you imagin future of UFO AI, if you do not even reply on posts where someone want to contribute or where someone reports bugs!!??

The developers are not your personal slaves and you can't expect them to reply within the next few seconds after a post. But the fact is, bugs ARE posted and looked at. And there ARE avenues of contribution on the CONTRIBUTE tab right at the top. The only thing lacking, and the devs did mention the fact, is that the posted information is largely unorganized or not properly documented.

In fact, you should be damn thankful their taking the time out of THEIR lives to make this game for us. But all you can do is whine? Gawd... the nerve of people nowadays.

Artwork / Re: Agent models and stances...
« on: August 12, 2011, 02:01:41 am »
Thx for the heads up. That answers my questions.

Bugs prior to release 2.4 / Re: click less to transfert your cargo
« on: August 11, 2011, 03:36:06 am »
Wow... looks usable. :o Maybe make little markers at the top to represent numbers. Perhaps even a 'x100' button could be made up. Merci boucoup. You sir, can have all my omelette le fromage.

Artwork / Agent models and stances...
« on: August 11, 2011, 03:31:17 am »
I've been kinda bothered for a while now about the standing/crouching stances of Phalanx agents. It doesn't look very professional from a soldier point of view.

Standing: As far as I can tell, very few combatants in a combat zone actually stand/walk/move around a combat zone flat-footed and I think the character models should reflect this. They should be hunched over with knees slightly bent and rifle-butts cocked against their shoulder.

Crouching: Ok, the crouching I've seen so in UFO:AI so far makes the agents/aliens look like their gonna take a dump (squatting). No offense.  ;D Shouldn't it be more like kneeling on one knee? I suppose the giant feet of the nano armor might make the models look weird, but is it necessary design-wise to have the nano armor look like that?

Feature Requests / Re: Patient Priority in Hospitals
« on: August 11, 2011, 02:42:55 am »
I don't think healing works like that. It's not like you can bandage a wound over twice or have twice as many doctors staring at a wound to make it heal twice as fast. Unfortunately, agents aren't machines where you can just have twice as many mechanics fixing it.

Feature Requests / Re: soldier becoming old...
« on: August 10, 2011, 03:16:38 am »
Hmmmm... reminds me of the Arnie look-alike agent biting on a cigar with body-parts getting replaced with cybernetics over the months.

*que Terminator theme music as his foot crushes an Ortnok skull*

1st and most important rule of programming: There are no such things as bugs. Only features (intentional or otherwise).  :P

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