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Messages - TroubleMaker

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106
Feature Requests / Re: REQ: Equipment display
« on: October 25, 2007, 12:36:01 am »
Is there site when i could read it [UFO:AM-based novel]?
It is in Russian (see my location in my profile). If you can read Russian, you may get it as blog series here or d/l as PDF or ODT file here.

(tumble down)
Quote
most of people would use burst mode in weapons, then throw it at aliens.
May be, may be... but how about situation with panicked ones? Especially when you still haven't developed stunner or xeno-toxin and urgently need to capture live species? Or civilian blocks your way, as Scrat wrote recently?
I was a soldier, and I've killed one man - he was a deserter and left his garrison with modern "Kalashnikov". He refused to converse or give up: he just opened fire. Grenade from his MG-attached launcher flew to us and killed our driver and commander of batallion, I shot him "in return".
I see no nightmareous dreams, that man does not arrives in my mind, I did not lose an appetite and so on: he was a criminal and was not "killed" but "paid death penalty" for his crime.

But to shoot unarmed and HARMLESS person (aliens also can't fight without weapons) makes me feel sickness. To lay one down unconscious in order to make may way - it is acceptable. To cuff him and bring him into the POW cell - is OK. But unnecessary death?

107
Discussion / Re: Q: Euipment lost when soldier dies?
« on: October 24, 2007, 11:08:43 am »
I had edited the post: "auto-selling of IRG is turned OFF of course".
Or 2.2dev-071019 counts ANYTHING salvaged on the battlefield as loot?

108
Feature Requests / Re: REQ: Equipment display
« on: October 24, 2007, 11:03:20 am »
1h/2h - accepted.

But what about hand-fight? About using the weapon as cudgel? Had you ever seen the policeman/soldier uses a rifle's butt as heavy fist?

Few month ago I wrote a novel based on UFO:AM events. In one episode human soldier throws his grenade-launcher into the face of reticulan soldier in order to disorient him. Then human uses fists to turn the gray face into greenish-gray mask. I can't expect something very similar, but the possibility to use any weapon as little war-hammer (as it is possible in real world) seems to be very useful.
This non-standart application of weapon may have stunning effect for 1-2 turns

109
Discussion / Re: Q: Euipment lost when soldier dies?
« on: October 24, 2007, 10:55:07 am »
No! Someone already wrote: he had have 4 rifles in the beginning, and after 3 deaths he left with only one rifle.

I had have 8 IR-goggles before mission, after 2 sodires died I have only 6 goggles (auto-selling of IRG turned OFF of course!)

110
Discussion / Re: Q: Euipment lost when soldier dies?
« on: October 23, 2007, 11:21:07 pm »
Confirmation for 2.2-dev-071019: equipment of died soldiers is lost.

111
Feature Requests / Re: 2.2 version (2007-07-11) 2 bugs
« on: October 23, 2007, 12:36:18 pm »
See my topic of "REQ: Equipment..." - I wrote about the same things. It seems to become harsh need: to have a way to fight with fists and, probable, legs: you may deblock your way without killing a civilian (or paralysing him with yourself)

Or I would be glad to see stunning grenades like was in UFO:Apocalypse (they little affects aliens, but very usable to remove annoying civil without killing them)

112
Feature Requests / REQ: Equipment display
« on: October 23, 2007, 11:42:21 am »
In order to avoid confusion, the two-hands weapon should be drawn in both hand-slots. Probably - dimmer in one of them.

BTW, why the soldier excluded from Firebird's crew lose all his weapons and munition? Why can I sell the equipment already in hands? It was terrific when I sold "excessive" bolter and magazines and my crew arrived to mission with only half of men armed? (undarmed was forced to use secondary weapons of those who did not lose their in-hand guns)

As to panicked aliens... Their panic state makes me worry on them. May be there could be a way to hand-fight (or even cuff) the unarmed alien who is sitting in "resingation pose" without stunner/gas?

Anyway, guys, GREAT job you done!

113
Discussion / Impressions on 2.2-dev of 19-oct-2007
« on: October 23, 2007, 10:25:50 am »
Just tried that version.

Impressed! Even some defects like walk-thru-walls and mis-coordinated movement on some maps would not decrease the pleasure of playing.

Can't understand:
1. Why UFO launches missiles at direction which leads to my base, but it starts firing too early, launches from too far distance.
2. What happened with base? After removal of facility, some other become "interlaced" and blinking. I.e. the large UFO hangar overlays on laboratory and total storage space in base stats now is "-20K+"
3. Why the small UFO hangars does not appear in base stats? Only human hangars and large UFOh's.
4. What should do the "disassemble" button?
5. Why I've seen aliens... carrying and using human rocket launcher or frag grenades? Why ortnok carried human IR-googles in his palm?
6. Why now is required to shot armor-less alien at least twice with HE-rocket from distance of 2-5 meters?
7. Why plasma blade appeared as possible choice for arming missile defence?
8. (tactical) Why grenades-pack for grenade launcher disappeared after loading a weapon with another kind of grenades? The first grenades were fired only once and the pack was not empty!

It's good that transfer now done without using of military aircrafts. Also, random obstacles in base's basements are good.
I think, the description and pictures of base structures should be in UFOpedia: their entrance possibilities may influent on base planning (i.e. power station with its only door is placed to farthest corner of base entrance, next the command centre, then storages and barracks: all these buildings are unreachable from outside.

RF button with rocket launcher should be enabled: in real life the soldier can shoot his bazooka, suddenly seeng the enemy at safe range.

My strategy now is: I've founded a base near Panama and filled it with radars... Got GLOBAL coverage! No any UFO can hide from my super-radar site. Now I can dismantle radars on other bases.

About base defense. In "UFO:Apocalypse" there was a such thing as "security station" (seen its name only in Russian, so may mistake with English one). It was a block equipped with self-aiming launchers firing non-guided rockets or machine-guns. I thing something similar should be implemented.

Sorry for nightmareous English... :)

114
Discussion / Re: Impressions
« on: October 21, 2007, 10:43:20 am »
I don't think dropship destructibility is a good idea
It is a really good idea! In UFO:EU you COULD destroy your Valkyrie (or whatever was the name?) using some highly destructive from alien's arsenal. Do not remember the names of weaponry, and it does not matter - all destructAble should be destructIble.

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