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Linux / Re: playdeb net and 12.04
« on: April 02, 2012, 09:23:52 pm »
Playdeb repos for precise appear to be coming on right now (now downloading ufo:ai).
New board
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Well I'm on 2.4 - not sure what kurja is on..
which version it is?
-geever
Well if you have scientists available and labs at the base where the disassembly took place, you should be able to research the weapon.
PBWs appear in my Transfer list ok.. maybe you are at the wrong base?
Transfer the Particle Beam Weapon to the base where your scientists will do the research.
Feature, and it doesn't have anything to do with crashed UFO. Simply there are mission types which cannot be done automatically (even if UFO flying to such a mission was shot down).
-geever
Right, but my point is that we've already got a fundamentally unrealistic situation—the target remains motionless during the attacker's entire turn, and for that matter the attacker's team's entire turn. This proposal would end up with us acting as if the target is stationary part of the time (if you move or shoot at something else, the target will still be in the same square in the same posture when you finish), but acting as if it's moving at other times (when the attack gets the target-moved penalty). The end result doesn't feel any more realistic to me.
That said, the way combat works now renders such philosophical discussions moot.
~J
Non-simultaneous movement is such a big departure from realism in this area that I don't really see target movement helping. I think a better way to model this, if it's desired from a gameplay perspective, would be to permit reserving TUs for evasion (or simply applying a penalty to hit based on remaining TUs, subtracting the appropriate amount for Reaction Fire reservations).
Now that I think about it, the big issue with this kind of thing is that to-hit is done by having the target occupy a stationary volume and the attacker's shots emerge in a cone. Either of our suggestions would basically mean that shots spread variably depending on the characteristics of the target. Also keep in mind the ability to aim and fire at empty space in front of a target—I think the whole concept of having to-hit vary on anything about the target other than its silhouette is a non-starter without completely changing the combat system.
No, I don't think there is a penalty for moving. It's not that complicated (IMHO). The different fire modes (with different TU usage) model the "How difficult to aim" problem. Soo simple.
-geever