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Messages - geisthund

Pages: [1] 2 3 ... 7
1
Discussion / Re: Research Time
« on: July 27, 2012, 04:55:28 pm »
I too started with 10 researchers in my first multifunctional base.
I soon realized after building my second base (with multifunctional intent) that research was taking too long, so I made it a specialized research base.
From that point on my bases were either research, manufacturing or multifunctional depending on location. A research base typically had 50 scientists, and a manufacturing 50 engineers. (it took quite long to recruit so many engineers, but it really paid off nearer the end of the game... thus far anyway)
Something I liked was that bases can be close together - therefore I have a cluster of manufacturing bases built around a ufo storage for stripping down UFOs fast, and for making new ones in tandem.

2
Mapping / Re: Giving the 1980s their vehicles back
« on: July 20, 2012, 01:43:35 pm »
So question re the bullet riddled vehicles:

are we setting the game in the immediate post aftermath of the invasion (in which case an even blend of newish and damaged cars would be sensible) or in a post-holocaust late-resurgence kind of setting (in which case really badly smashed rusted cars would be good, kinda like fallout 3)

personally I'm a sucker for post-holocaust games, but the buildings are too pristine for that.


3
Artwork / Re: Video in-game cut-scene movie clip planning
« on: July 16, 2012, 03:29:18 pm »
Does anyone remember the original X-Com intro video? :) :) :) 

Point being that a modern (non cheesy) cinematic video can be done - without any / with minimal voice, as long as appropriate text is used

4
Discussion / Re: Lost Game
« on: July 04, 2012, 10:10:16 am »
maybe a warning message when the player is near to losing conditions, explaining what they need to do?

5
Discussion / Re: Suspend option during battlescape?
« on: July 01, 2012, 03:00:53 am »
oh yeah. forgot about that...

6
Discussion / Re: Suspend option during battlescape?
« on: June 29, 2012, 05:46:55 pm »
well given that the map features are not deformable, the only variables to save are the location and health / ammo statuses of all player and AI units on the field, no?

7
Tactics / Re: Hoverbots. AARGH!
« on: June 24, 2012, 07:03:38 pm »
drool. hope you guys can include these in the campaign and get 2.5 up and running sometime soon!!

8
Tactics / Re: Combat Medics
« on: June 24, 2012, 06:58:19 pm »
Until there is a way for soldiers to gain a specialist advantage in healing, it just doesn't make sense to have dedicated combat medics - every soldier heals just as well as everyone else, but some fight better than others.

all my soldiers have medikits, but when one gets injured I usually pick the nearest soldier who either has the lowest hit rate, or the incorrect ranged weapon to make hitting unlikely to heal that soldier. The plan is that at some arbitrary point in time when I notice underperformers, I swap them out to base defence and swap in one of my other training squads (I have 5 squads of 8).

In the original UFO this really worked because the noncombat officers could still train, and they also continued being promoted. So my pen pushers could end up colonels etc - and somehow some of my biggest ranks came from retired combatants turned administrators / commanders -- which is how things work in real life, no?

9
Discussion / Re: Bug already known? Base cannot launch
« on: June 22, 2012, 08:45:44 am »
are you sure you assigned pilots to your new saracens?

10
Discussion / Re: Someone made a 2.5 Lets Play
« on: June 17, 2012, 06:02:48 pm »
what's "stucking"?

11
Mac / Re: Radiant OSX fails for me
« on: June 16, 2012, 08:07:53 am »
Totally forgot to post this : thanks for fixing it mattn!

12
Discussion / Re: New autobattle
« on: June 08, 2012, 06:02:34 pm »
Realspirit - don't be discouraged from giving feedback because of the terseness of their replies.

They're kinda grouchy but they're good chaps and they do take what we write into consideration. :D

13
Discussion / Re: Research Tree and Alien Base(s)
« on: June 06, 2012, 04:57:21 pm »
Ah. No, I hadn't (actually, I had but it didn't stick) -- hence the alien carrier mission etc.

Nice, but this only really shows up right at the end of the game, as a windup to the big finale.

I thought the opportunity for a bunch of less important submissions opening up would be interesting for players -- to reduce rate of UFO appearances, engage in a high stakes battle... perhaps gaining new research opportunities etc. Also it makes one look forwards a little to a UFO popping out of nowhere -- because now you WANT to know where it appeared FROM.

But the carrier way works too.

14
Discussion / Re: 2.5-dev play through
« on: June 06, 2012, 04:52:35 pm »
Nice!

I've never seen this map... what spawns it?

Also... shouldn't the harvester be in there?

15
Discussion / Re: Research Tree and Alien Base(s)
« on: June 06, 2012, 09:04:14 am »
sounds good!

by the way - I realized somewhere along the way the UFOs were just popping into existence (the story made this clearer later that they were jumping into our dimension, right?) -- after I kept trying to scout their spawn points to see if there were bases there.

Maybe we can make spawn points work like "gates" for a certain number of hours, with a certain number of UFOs appearing from that point -- and if you "intercept" that "point" an interesting mission could begin with the player trying to close off a jump gate before more aliens / ships jumped in

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