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Discussion / Re: Jargon (n00b) q's?
« on: September 15, 2010, 02:59:32 am »
FIBUA = Fighting in Built-Up Areas, one of the phrases sometimes used to describe urban warfare.
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5) Production doesn't seem to go any faster or slower regardless of the # of workers.
1) Mission pacing:
3) If you want to keep the grand scale and onslaught feel of "alien invasion" with upwards of 1.5 missions a day (which is what I was hitting at the end) I do suggest you allow at least partial experience on troops for automission successes. It only makes sense: if the commander is risking an asset (soldiers) then it would be good to have some improvement in those assets with success.
5) Create some way for the player to choose which forces in a bases will be employed first to respond to a base attack. For example, my firebird troops normally carry laser weapons as their primaries, great for ranged fights, but less than ideal for base defence. But when I started keeping close combat and heavy troops in the base for a dedicated base defence, my firebird troops would be employed mostly anyway when the base was attacked. I wish I could have designated those 8 cc and heavy troops "garrison defence" so that my firebirds could have stayed well rested and ready.
6) Not sure of the role of the plasma blade. Seems to just be a way to create player casualties. I never encountered an enemy armored vehicle or drone, so I wound up just using them for my CC guys as an "oh shit" weapon. But that "throw" function? I've handled shape charges IRL as a military engineer and trust me, you aren't going to "throw" a bell shaped cone and have it stick to anything, much less even land cone-face on target.
7) A way to show rank on the character screen during battle. This will allow the commander to choose from amongst the troops who to risk (or who to give the skill-improving gimme-shot).
9) Consider some "intermediate techs". As it stands your tech tree is kind of bare, and the only way to improve your weapons is to jump to a whole new tech. A way to give the player to have something to research, as well as to keep different weapons types relevant as the game progresses, would be to have intermediate techs.
10) Consider battlescape saves. I realize this risks having some players turn the game into a save-reload fest. But while you're in beta-testing, allowing battlescape saves would give you some distinct advantages. It would allow players to reproduce bugs more efficiently, rather than forcing them to play and attempt to crash another mission to reproduce the bug. It would keep them from getting as frustrated by the bugs, so they didn't quit before they supplied you with good data and go back to the world and give you bad press.