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Topics - beng

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16
It would be good if there were more detailed building plans / schematics / pictures in the Ufopedia for base buildings. In particular, the above ground bits. This will help when planning the placement of buildings, to have clear fields of fire above ground for base defence missions.  For example, I like to build my radar building near the entrance and dropship hangar so I can send a sniper up the tower to snipe aliens on the surface. It helps to know which buildings have low roofs so I can put them around the radar building and not block the enfilade fire from it.

17
Bugs in stable version (2.5) / Highly Proficient hides soldier stats
« on: January 24, 2015, 12:49:01 pm »
When looking at soldier stats, those who are "Highly Proficient" have their stat numbers hidden because the phrase "Highly Proficient" is too long and the number goes off screen.  This makes it hard to judge between 2 soldiers to see who has higher or lower stats, which is needed so we can assign weapons to train up those less skilled in them for instance.

18
Bugs in stable version (2.5) / No advanced radar in 2.5?
« on: January 24, 2015, 11:40:02 am »
I have finished 3 games in 2.5 and never once saw an option to research advanced radar. Was it taken out on purpose?

19
In 2.5 when a landed supply ship takes off from an alien base there is no notification event. No mission button appears in the top left of the geoscape screen, there is no message, and the game does not pause. The only thing that alerts me to the fact that a UFO has been detected is that all my SAM site and laser turret red range circles appear and I have to manually pause the game and search the globe to find the supply ship in order to launch an interceptor after it. This happens every time (it is reproducible).

20
You know how in UFO Enemy Unknown / XCOM you would have some really good soldiers with high stats then in late game when the aliens start using Psi attacks you find that they have a weakness to psionic attacks and you have to hire new soldiers?

There could be something similar in UFOAI and it could be related to gender differences. Due to the effects of testosterone, men tend to have higher muscle mass than women, so they are stronger and faster:

Quote
â–  Women are shorter, have less muscle mass and weigh less than men, placing them at a distinct disadvantage when performing tasks requiring a high level of muscular strength and aerobic capacity, like ground combat. Female dynamic upper torso muscular strength is approximately 50-60 percent that of males. (CF 2.1.1, 2.1.2)

â–  Female aerobic capacity is approximately 70-75 percent that of males. In terms of military significance, at the same marching velocity and carrying the same load, the average woman works at a higher percentage of her aerobic capacity. This means that women cannot carry as much as far as fast as men, and they are more susceptible to fatigue. (CF 2.1.3)
- WOMEN IN LAND COMBAT: Selected Findings - 1992 Presidential Commission

So the starting stats of male and female recruits should be different. The men should start off with higher strength and speed, more TU. The women should have less. This will lead players to have sexist hiring practices and favour hiring men over women soldiers in the early game.

However, because the player deploys mainly men, the aliens capture some Phalanx solders who are all men some time in mid game and after performing horrific experiments on them, like what Phalanx does to captured aliens, discover a male weakness that they think affects all humans because their sample has only men. They then develop a weapon that targets this male weakness. When they deploy it, men who were once strong soldiers suddenly become weak and helpless on the battlefield and have to be rescued by women, who are not affected.  The player must then turn to hiring more women since they do not have the male vulnerability. Men become the weaker sex and women become the stronger sex in mid game.

21
Currently drop ships containing soldiers will return to base after shooting down a UFO instead of going on to land near it for a recovery mission. They have to be manually retargeted on the crashed UFO.  Instead of this, if they contain armed soldiers they should by default fly on to the crashed UFO after shooting it down and land for a recovery mission.

22
It would be useful to have soldier rank and kills in the battlescape screen so that you can more easily decide which soldier should take a shot, to give more experience to the inexperienced ones. I know you can see this in the health and stats window but it is a pain to click it for each soldier just to find out which ones need more experience. Perhaps the rank and kills number could be added to their name in the top left of the battlescape screen, there seems to be enough space for them there.

On another note the small pic of the soldier face in the top left of the battlescape screen is not really useful and could be removed. Once they start wearing nanocomposite armor their faces all look the same anyway. The only thing that face might be good for is if it shows if they are injured, like injured soldiers could have a really pained expression on their face or have a bloody nose or black eye, like the face in Castle Wolfenstein 3D or Doom II, but then this would have to show their face without armor covering it.

23
Time-fused grenades that explode over the target for hitting enemies in defilade were already available in the 20th century. They should still be around in 2084.

See for example the US XM29/XM25 OICW, S. Korean K11, or the CIS ABMS, which use grenades with time fuses. The OICW uses a spin revolutions counter while the other systems use a computerised timer. Both can explode the grenade over a trench, just past a corner, or just inside a window, without it having to impact anything to go off. The ABMS can also set variable times on a burst of grenades from an auto grenade launcher to bust in a line and cover a long stretch of ground with fragments.

Also there is a 40mm grenade launcher round which contains a parachute camera for battlefield recon.

See:

ABMS / camera round:
http://www.youtube.com/watch?v=XDVGAjvmcfk

OICW:
http://www.youtube.com/watch?v=qDbPaVUb9IY
http://www.youtube.com/watch?v=Hctyc6THbcE


K11:
http://www.youtube.com/watch?v=k2IgHa6WwUo

24
Feature Requests / Bayonets for extended range melee
« on: January 17, 2015, 04:59:48 am »
The UFOpedia says the combat knife has a bayonet ring. This should allow it to be affixed to the muzzle of things like assault and sniper rifles, machine gun, to give extra reach for melee fighting. With the momentum of a heavy weapon behind the thrust, it should also do extra damage.

25
Hi, does anyone know how to shoot down UFOs while damaging them the least, so that there is a higher percentage of wreckage to recover and disassemble to get more alien materials etc?

Does using weaker weapons to shoot them down help, like using cannon only? Or is the % of UFO remains purely random?

26
Feature Requests / Drones / UCAVs
« on: January 16, 2015, 12:12:47 pm »
By 2084 there should not be any more piloted interceptor aircraft, even now they say the F-22 is probably the last manned fighter produced by an advanced technology nation. The interceptor pilots, if there are any, should just stay on the ground and fly the planes by remote control.

And if the aliens land, there should not be the need to send Phalanx troops to kill them, they should just be bombed by something like the Predator drone. Ground troops should only be used where this is not practical because the drones may cause civilian casualties which affects country happiness.

Also during ground missions, the Phalanx operatives should have access to small recon drones which they can launch to see over obstacles and spot aliens.

And the aliens themselves should also have robot drones, and more advanced guided weapons that can go round corners and navigate a complex path to the target, like the alien blaster in UFO/XCOM.

27
Feature Requests / Armed civilians
« on: January 16, 2015, 11:25:42 am »
It seems a bit unrealistic to have missions in military bases and military convoys where there are a bunch of military "civilians" running around without weapons. Shouldn't military personnel have assault rifles and pistols at least, if not rocket launchers? That could make it more interesting since your troops could get caught in crossfire between them and the aliens.  Also, in 2084 will American culture have changed so much that American civilians become unarmed? Missions in America should have at least some of the civilians packing pistols, semi auto assault rifles, hunting rifles and shotguns, and missions in the Middle East should have them armed with assault rifles and RPGs.

28
Feature Requests / Pilot stats on the Aircraft page please
« on: January 16, 2015, 11:18:28 am »
Please could we have the pilot stats listed in the aircraft page, in the tab where you can assign a particular pilot to a particular aircraft? It would make it easier to choose the best pilot for the interceptor and the best one for the drop ship.

29
Discussion / Nation Happiness - what are the different feelings?
« on: January 16, 2015, 11:16:15 am »
Hi, can someone better versed in the English language than me give us a ranking of the different words for feelings used in the nation happiness stats? Like is pleased better than happy, or is happy better than pleased?

30
Hi, I am playing 2.5. During base defence missions when the aliens come to my base, there is a tick box asking me to kill all the aliens in the containment. I have noticed that if I leave it unticked and do not kill the aliens, there are still no live aliens in the alien containment room during the mission (or are they there but the invading aliens have to enter the room to release them?).  Has anyone ever seen any stored live aliens in the alien containment room during base defence missions?

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