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Messages - Quester

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Feature Requests / Re: Upgrade basebuildings - another way
« on: March 06, 2011, 07:09:09 am »
What about the installation of actual security corridors?  These would be corridors armed with both video cameras and rotary cannons mounted int he cielings.  Ther locations for these systems would the entrace to vital facilites, the CnC, the main reactor and the anitmatter containment unit.  Another possiable location would be the base elevator and the entrances to the hanger.  When the xenos alarm is tripped these things arm and start to track enemy incoming, but becasue of thier nature they would be both, prone to running out of ammo becasue fo the high rate of fire and the vulnerablity to plasma ordnance being fired at them.

Feature Requests / Re: Deep Space Boarding Actions?
« on: March 04, 2011, 05:25:18 pm »
First, I would like to say something, 1, I am not dead.
                                                 2, I am still hunting bugs and enjoying the game.  Ok, the crack about Santa's workshop being taken, that, was funny.  its nice to know that my ideas, even those that have been turned down, are being treated fairly and with some respect, even alittle bit of illreverence.  It shows me this is a mature place as well as a place where ideas are all looked at for thier merits and not just from where and who came up with the idea. 

Anyway, back to the post, I'm rambling.  The boarding actions, I had the thought of a possiblity of off planet, IE moonbases or even a space station to launch theses kinds of attacks.  A dedicated unit of troops would be located at that base as well as having enviro suits.  Thing is, I am not sure how hard off-planet stuff would be to draw and submit, let alone come up with a map for.  COuld someone send me a reply via my forum drop box detailign how to use the map editor?  I would LOVE to submit even ONE map when I have free time between classes.

Tactics / Re: What's the best tech tree path?
« on: January 24, 2011, 05:52:14 pm »
I find that the bolter can wait till you get at least plasma pistols.  That way you can upgrade one of your snipers to carry it and use it with some degree of accuracy.  Yes, yes, I hear alot of booing and hissing, but, I find the bolter useful for close aimed shots, and it has saved my sniper when a bug ambushed him.  3 round burst, point blank and I got me a dead bug.

Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: January 20, 2011, 08:23:03 pm »
I misunderstood that one as well.  Please, scratch OTOH from the last post and chalk it up to a LACK of coffee moment.

Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: January 20, 2011, 06:26:49 pm »
I think we got something.  3 types of warhead avalible at the begining, HEAT, HE, and, a thermobaric round.  Follow ups on the tech tree would be plasma rockets, and, perhaps antimatter rockets, with OTOH a possiblity.  I like how this is going.  How, in game would it be implimented though, and, do they fit with the beliveablity standpoint?  Those are my last two concerns now that we have gotten this far and moved away from the thought of a 'new' missile launcher and instead attemt to breath life back into the old one.

Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: January 20, 2011, 08:15:40 am »
Could larger rockets of the HEAP variation be included as armours are researched?  It would make the starter rocket launcher alot more viable as well, instead of just putting in a new weapon like the micro launcher.

Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: January 19, 2011, 03:52:24 pm »
What I kept seeing in my head was something that would fire small rockets.  In our current time we have something similer with the GAU-88 30mm vulcan that is mounted on the Warthog (A-10 Thunderbolt II).  The thing there is that is a rotary cannon system that does damage with both volume of fire and the explosiveness of the system.  I was trying to envsion a future with the Land Warrior assault rifle still in development.  Also, this weapon type was meant to be avalible early game, before ortnocks begin wearing body armour.  New ammo types could be researched as armour types are recovered.

But, I will admit, I have not got the coilgun system yet.  But, the weapon you are talking about, with the two stage detonation has exisited since at LEAST the Second World War.  It is called a HEAP round.  High Explosive Armour Piercing, or shape charge.  Basically, using a small cone, it turns its explosive payload into what amounts to a cutting tourch, roasting, and, creating shrapnel on the inside of everything.  The spalling and heat would be the killer.  On a humanoid body, will, we are talking massive, critical wounds on a hit.  Though, it woudl still cause some splash if it were to miss.  And, agaisnt bugs like the Bloodspider, if it hits the thing, in theory, it is possiable to achive a critical kill where the robotic could detonate its battery pack and, cause a sympathtic detonation of onboard ordnance.

Feature Requests / Re: New type of Assault Rifle/micro missile launcher
« on: January 19, 2011, 04:49:04 am »
Actually, I did some research and thinking.  Using a microchiop leaves ALOT of room for error considering the level of EW emited by the alien's vessel.  However, I think I figured out a way around the weakness of that chip, using a contact detonator.  The tungsten shell would use mass and velocity to punch through the armour while the internals prime, and detonate.  Even if it did not penetrate, it would still casue some damage to even a heavyly armoured target.  Tungsten shrapnel to the face is not a pleasant thought.  And, becasue it is being accelerated by the internal charge, it has a chance to still penetrate the target that just caught one of the microrockets.  As for the weapon, it would be assault rifle in looks, but with a 6 round magazine.  I know, tiny, but, it would have two modes of fire, single shot and double shot.  If you need to kill it in a hurry, then hit it twice with this puppy.  Please, let me know what you think and I will start an actual write up a proposal if the mods and coders want to see how I envision this weapon.  I can not draw, but, I am sure I can find a base line to work with from current history, or work with someone to come up with an actual look. 

Feature Requests / Re: UGV Equipment?
« on: January 18, 2011, 04:35:53 pm »
Ok, I am an OLD hand at play X-Com.  Even then when I was using my UVG's I had trouble with survivablity.  Every bug with a plasma weapon and a Dirty Harry attitude would come out and shoot the hell out fo my tank.  It got so bad I was usign them as scouts instead of my troops.  Not ideal, but it worked.  The only thing in, at least so far, I have not encounted a situation where a UVG would be useful.  TO me they they would be just one more tool, and a nice one to draw fire off of my troops.  But, my thing is, would they require a seperate building at the home base, and, what about airdropping them into the hotzone as the firebird lands to deliver its payload of PHALANX soldiers?  Innacuarate, yes, fustrating, yes, but, realistic.  At that point, it gives the bugs one more headache to deal with, and its a well armoured one at that.  Its no Land Raider, but its still a headache to have wandering about guttign your troops with its vulcan. 

Feature Requests / New type of Assault Rifle/micro missile launcher
« on: January 18, 2011, 07:53:45 am »
Been playing again, and looking over the weapons.  For me, the rocket launcher, at least in early game, seems kinda pointless.  But, what about some kind of weapon that is a sort of compromise between a large rocket launcher and a heavy machinegun or assault rifle.  The way I see it, it would have a 3 to 5 round magazine and fire armour piercing, mass-reactive high explosive micro rockets, ok, I know that is a mouthfull, but, the way it would work would be the weapon's payload would be line of sight, not an arc like the grenade launcher.  Good for medium and long range fire fights.  However, the shells or rockets, would work in the following manner: 

With an outer core of tungsten it would have the ablity to penetrate meduim armours, and, when the shell has entered the body a small micro-chip inside the shell causes the inner core of the shell to detonate.  An internal explosion of this magnitude is devastating on all biologicals, and, as such, one hit is usually enough to guarntee a kill.

Feature Requests / Re: Missiontype: Mind Domination Generator
« on: January 17, 2011, 09:27:58 pm »
I have to agree, a mind dominator does sound kindda cheezy.  But, the riading of some sort of generator/slash medical base would be intresting.  I have not gotten to the XVI part yet, but, I think I see where it is going.  Medical research bases would make more sense from a bug stadpoint, at least in my humble opnion.

Feature Requests / Re: Deep Space Boarding Actions?
« on: January 17, 2011, 09:19:11 pm »
Cool, that possiablity opps up a whole slew of ideas, including a Space Hulk like raid.

The idea was meant to be like an add-on, something that equips to the body. the headgear thing was an example.  It could clip onto the belt or even in the backpack.

Instead of super armour, what about using some sort of susppention system on the weapon, to make it even more more portable.   I mean this far in the future it would not be out of the realm of belivablity to think that these systems could be added to powered armour, as a type of add on, like headgear is.

Feature Requests / Deep Space Boarding Actions?
« on: January 17, 2011, 07:35:37 am »
Hello, I am new here and, this is my first post.  But, as I have been playing UFO:AI for about 2 months now, I have come up with an intresting idea for a mission.  I do not know if this is in the game already, but, what about a boarding action?  As in, if a large intersteller UFO is located, a team boards it, and, either takes it over, or, sabatoges it.  This can be done a number of ways, destruction of engines, shields, and other mission and travel vital equipment.  With this in mind it could be a way to also intruduce a new type of bug as well.  Something that is scrictly spaceborne and meant to defend these larger mother ships.  Capturing or recovering one of these aliens could be tricky due to thier speciallized environ. 

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