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Messages - shevegen

Pages: 1 ... 13 14 [15]
211
Discussion / Re: Grenade Launcher
« on: February 21, 2008, 01:26:49 am »
Can grenades destroy parts of walls?

Anyway, I think one reason aside from game balance to keep weapons (in general) not too effective is also that if too much realism enters the game, it becomes more and more complex. This can already be seen on the other thread talking about the formula of the XP.

Personally I am fine with complexity as long as my old brain is able to understand it, i.e. if it does not grow too complex :-)

Btw can grenades already malfunction? In reallife this happens... how about a slightly increased range with a moderate chance that a grenade does not function (or explodes lateron... could be fun when you walk nearby and it explodes) :-)

212
Mapping / Re: suggestions for new maps
« on: February 19, 2008, 05:02:05 am »
I agree with that i.e. in Paris should be an Eiffeltower, in England the big ben, in Berlien the Brandenburger Tor... that would be kinda fun and unique.

However, Personally I think a slight village-look would be best, i.e. aliens attacking in more rural/outsiderish areas with a little bit sand and forest and such stuff. Raggard looks

213
Discussion / Re: New soldier stat increase system
« on: February 14, 2008, 04:10:24 am »
Hi,

this all looks quite complicated :)

I'd have a few request:

- The XP system should be simpler.
- I would not give XP for any movement. Failed hits would also not account for XP.

- Getting injured (and healing up too) should give a reward for the time its healed.
- I would not make any MAX XP cap anywhere, however I would make "learning" or training
more and more expensive. My reasoning for this would be that such a trained soldier
would always learn more and more, but he could benefit only a tiny tiny tiny bit
more and more. It was written that there could be a the
Quote
XP cap is there to prevent "training abuse"
but I would instead make the cost grow faster - there should never be "too much
training" (if one has the time to learn... if you train in reallife, you also have to eat and
sleep a bit better normally. You cant make weightlifting and drink only beer and eat
only pork meat and then expect to go on a marathon and win it without sleeping
much :D )

Btw although it doesnt belong here, I would love to see temporary enhancements, i.e. the soldier would inject into himself some pain drugs to continue fighting, surrounded by aliens...

My main gripe is that the whole XP system seems too complicated. I am sure you guys have good
reasons for having a sophisticated XP system, but one aspect is also how new players learn a
concept, and I think the XP system could be a bit simpler than the one presented here.


Quote
The power of 0.6 makes sure no veteran soldier will ever be surpassed by a newer soldier, even if the newer one had better initial stats, as long as the veteran keeps training.
That is of course your decision to make, I have however one thing to throw in, which is that sometimes there is a little bit of luck involved too. For example, the elite sniper might be losing out to a new recruit slowly (because this recruit trains more and is smarter to learn from something, and has slightly better eyes and better genes *g*).
I just think that a tiny bit of luck should also be a factor in having benefits from constant training, and in this scenario it would be two veterans. However, as I wrote earlier that I am for simplifications, I am totally fine with capping it in such a way, after all luck adds to the complexity too (and is hard to predict, although to be honest, I dont think the system should be totally _predictable_ to a player...).

BTW I think killing or capturing an alien should give extra XP

Also how are the physical stats improved?

Last but not least, a XP system is great to have because everyone starts to care for his veteran soldier that killed 58 aliens and has trained so much that it really is a HUGE loss to not have him around anymore... ;-)

214
Tactics / Re: New Base interceptors?
« on: February 14, 2008, 03:57:27 am »
Quote
Did you equip your interceptors with weapons and ammo ?
Is there a way for a default auto-equip mode?

To me these weapons are normally rather cheap (i havent played on most difficult part yet)
and it would save me a little time to manually equip them.


215
Tactics / Re: Pilots?
« on: February 14, 2008, 03:55:29 am »
I think it would be cool if stats were displayed more easily on the flying aircrafts
so that one does not forget that i.e. this is a "very fast vessel" and that other
one "can take a great many hits" visually

216
Tactics / Re: Your Tactics
« on: February 14, 2008, 03:54:13 am »
Hmm do people find flame throwers usable?

Ok, at a very close range they are cool, but I am not sure, i think the other weapons in general seem to be better.

About the question, I normally try to make small teams, 3-6

4 or 5 people are best i think

If i use too many people, I tend to misplace them more often and they die faster too

217
Design / Re: Lasers And Other Tech Proposals
« on: January 16, 2008, 10:48:17 am »
The sentry idea sounds nice.

How about red lasers on top of a gun? It could maybe even work through fog (if the fog
is not too dense), and it could definitely help raise the aim chance (and hit the target too)

Come to think about it ... i would love some "tech upgrades" to equipment, like a
sharp bayonette on the top tip of a gun to cut aliens in close combat hehe... :)

218
I picked this up from another thread.

Right now the civilians run around rather aimlessly and thus get shot down.

Dont get me wrong, I like that civilians notice aliens and then I could act
on this info and shoot the alien down.  ;)

But from a civilian that is afraid of aliens, he should either run away as much as possible,
or if that is not possible, try to find a "safe spot" where he could stay.

That actually brings me to another thing ... i think the maps could be
either a bit bigger, or there could be more stuff to hide behind ...
cupboards... furniture... walls which dont lead to a door...
or doors which can be closed or locked behind you...

219
Feature Requests / Re: Cash caps at 10 billion
« on: January 16, 2008, 10:41:27 am »
I think there should be no cap actually.

However we could say that the aliens have a chance to know which
resources are available to the "defenders", and if they notice that
they have too much money, they will do more sabotage attacks.


220
Feature Requests / Re: Some ideas for balancing
« on: January 16, 2008, 10:17:59 am »
Well one way could be to increase the time for railgun to finish.

But actually I think plasma tech isn't that useful anyway...

I however completely disagree on this:

"Remove some starting equipment, especially combat armor."
No, thank you. Just because for balance reason? How silly is it
to move against very dangerous aliens without armour? Come on ...
noone would do that. If you want to balance the research project,
then find other ways.

"Remove the alien armor from the beginning of the game"
Guess you suggest this only because alien armour will become
useful. (Or in general, all alien tech.)
A suggestion is to simply make researching alien stuff
harder/more expensive/more time consuming.


"Put some tech before the railgun. "
Agreed. Though, you didnt specify what exactly to put before.



"Improve the laser (kind of replacement for the rail gun) and make it a little less powerful "
I think this is a bad suggestion. The way lies to make rail gun harder to get, rather
than making laser a replacement for the rail gun.



"Right now, if a UFO is detected, there is almost no chance to get it (had about 10 UFO sightings, lauched fighters and lost contact...boring)."
Depends on the bases and interceptors. If one has enough bases with several interceptors from different directions, it is
normally very easy to intercept an UFO.

On the hard levels though, I do indeed have cash problems :D


"Add some special ammo (e.g. armor piercing)."
Totally agreed on that, for several reasons.



What I think could happen would be that the alien tech gets a slight boost, the research cost is increased too,
and maybe the initial requirements for "decoding" alien tech could be made a bit harder as well.

221
Feature Requests / Re: Recruits Management
« on: January 16, 2008, 10:07:50 am »
Yeah, I am always happy for _anyone_ showing up, but I also hate that there are tons of cans too.

Maybe this could be a good way to get rid of money... hire "experts"! :D

222
Feature Requests / Re: Money and bug in vitality
« on: January 16, 2008, 10:06:52 am »
I think I agree on the money part.

Lets think of ways to drain money... shot civilians by soldiers should cost
money ... medic stuff should be more expensive too.... maybe alien
activity can impact money flow (if aliens raid a bank or something ... :D)

hmm...

223
Feature Requests / Grouping Units
« on: January 16, 2008, 10:03:25 am »
Dont know if this has been suggested before, but it would be nice to either
rearrange the numbers of the units, or to group them together.

I often have around 3 different groups when i move and explore a map,
but I also often misclick. So i find myself that I often arrange unit
1-3, 4-6, 7-8 together, simply because the key numbers lie next
to each other.

It would be nice to be able to designate groups instead, so that I
can select them, or have them better arranged than using only
the numbers of units.

224
Feature Requests / Selecting another unit while old unit is moving
« on: January 16, 2008, 10:00:52 am »
If i click on a unit, then on a target place, the unit starts to move.

It would be nice if, during this time too, I could select a new unit and start
its movement. Right now I have to sit and wait until the first selected
unti finishes its movement before I can move any other unit.

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