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Messages - starwaver

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1
Design / Re: Defending downed DROPSHIPs?
« on: March 19, 2010, 04:07:34 pm »
That seems like a great idea! finally the humans have to empathesize with the aliens when their ships are shot down

2
Design / Re: [suggestion] Hacking
« on: March 18, 2010, 04:09:08 am »
Hmm...

I don't know why, but I quite like this idea... needs a little cleaning up, and such, to make it fit with the game IMO. e.g. the aliens don't need and likely don't use computer-networks, so direct access to the system would be needed so a research option into studying a radar upgrade that alowed hacking alien computers for Info?, such as the ones on UFO's, might be interesting. perhaps providing information on the ships crew and/or the ships mission and destination?

As for discovering the secrets of replicating of particle accelerator ammo packs, and the 'hidden technologies', they are out of the question. the lac of particle gun ammo makes the game more fun, forcing them to save the ammo for one of the best weapons they own, instead of giving one to every other soldier.  


well... the accelerator ammos are really a lame example, What I intended is technologies of somesort that can only be acquired this way, technologies that aren't for the military use of the aliens, but rather as a communication or civil uses. And I really like my idea of being able to ambush the aliens instead of them just ambushing you.
And about the Alien not using computer part, earth must have got some new indirect way of hacking Alien's hive mind instead of a direct connected way to hack it. After all, the game is set in the future



3
Design / [suggestion] Hacking
« on: March 16, 2010, 09:05:26 pm »
I've got a really good idea that could be implanted in the game, Hacking.
Hacking is basicly hiring hackers to hack into the ailen network and finding out additional informations regarding their tactics and technologies. Here's a list of properties of hacking:
1. hacking should be avaliable during mid-game to later-game, perferablely after XVI has being discovered, A proposal will be sent to the commander to research the alien network, after research, a intelligence gathering facility will be unlocked and able to be build in the base. This allows the commander to hire hackers and allows the interception of alien informations
2. Hacking the alien network allows the commander to predict future attack positions and able to move to the target location before the alien arrives. And the commander could place their own troops on any area of the map before the mission begins. When the mission begins, the UFO will land in a wide open space and alien wil spawn near their UFOs, (similar to how the player's troops spawn near their aircraft) and thus allow the player to ambush the aliens
3. hidden technologies will be unlocked for research or assist in much faster research of already known technologies. (such as the ability to replicate the mini particle accelerator)
4. the hacking process maybe found by aliens, in which the alien would have anti-hacking softwares that disables hacking, a research of a new hacking route is needed to unlock the hacking process again. And if found out, the same research could be done again and for everytime hackers are discovered. After the hackers are discovered, Alien base invasion will be more frequent in player bases for a period of time.
5. Later in game, hacking could also be used to disable ufos and making them crush without the need for interception. the size of ufo would not matter, however, the bigger, the badder the ufo, the more likely to be discovered.

These are my ideas. And if anyone thinks of anything, please add on

4
Bugs prior to release 2.3 / Actor gets stuck
« on: March 15, 2010, 10:27:19 pm »
sometime moving up or down ramps, the soldier will get stuck and couldn't move anymore for the reminder of the mission. I end up have to make the soldier an artiliary instead

5
Tactics / Re: My squad, let me show you them.
« on: March 11, 2010, 05:00:02 pm »
It's my first time playing through the game so I played it on very easy. Not sure if my squad is useful or not, but it's pretty good for my tactics.
1. one heavy laser and one sniper attack from afar
always have reaction fire on
2. one machine gunner and one assault use to charge in
3. one unit with a stun rod and a plasma pistol as range to capture aliens when possible, probably will be replaced if I get a better stun weapon
4. two grenade launcher for clearing cluster of enemies or enemy in tight rooms without need to go in. Both use plasma grenade.
5. One free unit equips depends on mission or new weapon avalibility, usually it's another meele with a partical pistol
all my troops have at least two grenade of either smoke, flashbang, incenary or plasma. all meele and grenade launchers got IR goggles. all meele unit has first aid packs. I tend to leave the backpack mostly empty to pick out enemy weapons

6
Tactics / Re: Bases placement and type
« on: March 11, 2010, 04:52:39 pm »
They're available in 2.3-dev builds only (not in 2.2.x). There, it's obvious.

-geever
thx

7
Tactics / Re: Bases placement and type
« on: March 11, 2010, 04:04:07 am »
I got a question, how do u place radar towers?

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