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Messages - DanielOR

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16
FAQ / Re: research: how it works ?
« on: July 25, 2008, 07:04:41 pm »
break19,

what version of the game are you running?  I am running 2.2.1 and I consistently have the "lab is busy" problem, hence the single research facility

17
Tactics / Re: Laser camping
« on: July 22, 2008, 05:46:35 pm »
Cool!  I like what I read.

18
Discussion / Re: Some ideas for an already great game!
« on: July 22, 2008, 05:44:42 pm »
having healing take time from the healed is an interesting idea.  I figure, a lightly wounded guy can still do something (patch another buddy or reload the clips) while being treated.  At the same time, a badly wounded guy is just lying there.

So, how about TU penalty is due to wound severity? A % TU penalty same as (or proportional to) the % HP loss?

19
FAQ / Re: research: how it works ?
« on: July 22, 2008, 05:40:11 pm »
I believe this is a known bug - *hint - move this thread, maybe?*.

If you have ten eggheads working in a lab in one base, then you need another lab *on the same base* to do more research.  Make sense so far?  Now, the first ten lab spaces count as "occupied' on ALL bases.  It basically means, that rather than distribute your research, make one base (HQ will do fine) as a dedicated research facility - 3 labs is planty.  Personally, i try to move production to my base #2.

Hope this helps!

20
Feature Requests / Re: Revise Initial Base Layout
« on: July 17, 2008, 06:10:16 pm »
Blast doors may be hard to implement - given that right now there are no doors at all.

If I get your drift, a blast door is something that comes down and takes a signficant time to get through.  Maybe requiring a skill check or implementation of a specific explosive or other door opening device.  Given the non-destructive nature of the environment, less likely.

Sorry to be a nay-sayer.  The idea is a reasonable one, just not sure if it folds well into the current engine.

21
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 15, 2008, 11:15:37 pm »
Sophisanmus,

TrashMan is absolutely right: the main achievement of the recent few centuries is the *method* of peer-review, as much as the results themselves. 

As for physical law being relative...or an "approximation".  Let me give you an example.  Gravitational constant, "g", 9.81 m/s/s, is a damn good approximation.  Sure, it comes from a more complicated equation that involves earth's radius, and, techincally, if you jump two feet in the air the value of "g" is corrected.  That is, correction on the order of 0.6 m to a constant that is 6,360,000 m.  Not to mention 1/ R^2, so another 7 orders of magnitude, but who cares, right?  So, the correction is so tiny, that even the difference between see level and airplane altitude is pretty hard to observe.  Yes, it is an approximation.  Will it ever make any difference in your life?  Nope.

And then there is something like conservation of momentum or energy.  You know the T-shirt: "speed limit 300,000 km/sec - it's not just a good advice, it's the LAW" ?  Those laws are fixed.  Nothing "approximate" or "relative" about them.  These laws are observed everywhere in this universe, completely and fully.

As to applying the laws to sci-fi...  In my personal preference, the concepts should not offend common sense, i.e. not violate the basic physical law in a fundamental way.  For example, no armor, alien or human, can violate conservation of momentum.  I.e. a small, light alien, hit with a sledgehammer, should fly.  He may be OK when he lands, being alien and all that, but fly he must. 

Just my $0.02

22
Offtopic / Re: Right Place, Right Time...
« on: July 15, 2008, 10:25:42 am »
MoM *is* a great game.  The replayability is in completely random map generation - always has been, since Civ.  All fixed-map games sooner or later boil down to rather rigid, map-specific strategies.

Now, if some group of folks did for MoM what ufo:ai is doing for XCOM...then my wife would really, really be annoyed :)

23
Offtopic / Re: News Story - UFOs in real life
« on: July 15, 2008, 10:21:33 am »
Oh, hell, I think those two militaries/countries should allign on all sorts of fronts.  If the East-West cold war returns, it will be the single greatest failure of diplomacy for the 21st century.  I say - have Russia join NATO and rename it NHDO - North Hemisphere Defense Organization - or something.  It would solve tons of problems and free up the intelligence resources for other projects.

24
Discussion / Re: Latest real-world weaponry
« on: July 15, 2008, 09:59:46 am »
Winter,

G11 never saw mass production though, did it?  Shame, that.  The Russians now have the Abakan rifle - similar ergonomics to AK-74 with the main difference being that the second round is fired before ANY recoil is felt.  Resulting in two bullets in one hole at 100m (with a competent shooter, of course).  After two shots, though, it becomes a regular assault rifle.  I tried to ask around and what I heard is: yes, the two-punch has greater lithality, but the system is much more complicated than the famous AK series.  As a result, field-servicing Abakan is tricky, making it a weapon for a professional in a police environment, i.e. with frequent quality servicing, rather than a grunt's weapon.

25
Tactics / Re: Some help with original xCOM tactics please.
« on: July 07, 2008, 10:07:15 am »
What difficulty level did you play on?  I am not sure I can ever win a game without use of Psyonics at all - maybe wiwthout using controllers, just by making sure my attack crew are all resistant.  I suppose one can find out by sending them against ethereals and the last 1-2 standign would be resistant.

not crazy about 'sacreficial scouts' - just my view.  Prefer a well-trained team of veterans.

26
Discussion / Re: Hostile civilians?
« on: July 03, 2008, 08:48:14 pm »
well, it would make sense for the civvies to go after aliens, or for crazy-scared civvies to go after anyone, i.e. nearest anything that moves.

eventually, if coding resources are available, I like the idea of "hole up in a house and hold".  Maybe once a couple aliens are dead, the civvies get bold and decide to go "help" thus fowling things up.  Nothing like having a perfect exeecuted mission get messed up by a well-meaning bystander with a grenade launcher.


27
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 03, 2008, 06:41:28 pm »
good point, Sirg.

So, shall we say that sniper rifle is a nice weapon and it would be really cool to have a slow fire / high damage human weapon in the game.

28
Discussion / Re: Hostile civilians?
« on: July 03, 2008, 06:38:57 pm »
steelaz - sniper rifle for me as well.  A wounded soldier, before I got a chance to heal him, shot two team mates point blank in the head with a sniper rifle.  ewwww.  messy.

29
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 03, 2008, 12:05:45 am »
Sophisanmus, thank you!  So, how whacked is my idea of a 3-legged, 4-armed, vital-redundant, brain destributed, omni-eyed battle alien?  Sort of luck two Ortnocks glued together.

30
Feature Requests / Re: Flares or Flashlights
« on: July 03, 2008, 12:02:55 am »
Oh, no prob.  Still has the purely in-game tactical problem of making the light source WAY to visible and a great target at night.

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