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Messages - Captain Bipto

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106
Discussion / Re: Latest real-world weaponry
« on: March 08, 2009, 05:01:24 am »
Well if aliens use armor (the one that gets you to nano-armor) that should suffice as the least most acceptable armor that provides safety for firing plasma weapons (for now unless the devs are changing that, which I doubt).

I think a minimal amount of armor for the safe use of plasma weapons could be an okay idea but Nano-comp armor is valuable enough on it's own I don't think it needs to be "sweetened up" any further. Armor requirements would also bottle neck safe use of plasma weapons (and I thought researching the weapon was supposed to cover how to safely use them). From what I have seen in the dev version so far (limited experience really) I do not think it makes sense to apply this to other non-plasma weapons.

Also don't forget that that plasma bolt is leaving the weapon at extreme speed, the short range is more due to the bolt losing energy and coherence as it travels than slow speed. I am no physics major but I think high speed would probably provide the best protection from a plasma bolt, the faster it leaves the area the less chance of it doing something unpleasant to the firer. Finally, plasma is nothing more really than ionized gas. Shielding within the weapon would protect the wielder from any sort of unpleasantness occurring in the weapon with every shot.

107
Tactics / Re: Your Tactics
« on: March 05, 2009, 08:26:31 am »
for the people playing a dev release I have a question.

Do you use bolters as backup sniper weapons and the coilgun? I use the coilgun as my main sniping weapon It seems the bolter has a low hit chance when sniping (could of been my dude's skill).

I like the idea of having a long range sniper/assault weapon. Thoughts?

108
Design / Re: Victory Conditions
« on: March 04, 2009, 09:55:23 am »
Egggggcelllent.

Any hints? ;D

109
Discussion / Re: Civilians... those little buggers.
« on: March 03, 2009, 07:31:08 am »
I know that they do not start with equipment and that they are a seperate faction (some other post mentioned this as a possible reason for civvies shooting at the human player's team). My question was which files would be responsible for determining their equipment and faction (to get them to stop shooting at me).

110
Discussion / Re: Civilians... those little buggers.
« on: March 02, 2009, 09:35:24 pm »
How would one modify civvie behavior, which faction they are and equipment?

p.s. I did check the wiki but I could not find anything.

111
Discussion / Re: Latest real-world weaponry
« on: March 02, 2009, 09:16:26 pm »
@ Sophis: Good idea on the tech branch off of research kerrblades for new ammo types. Of the management features in the game, I love the reasearch and equipment screens. I think shotguns could shine with new ammo types. A very versatile weapon because it can load all sorts of different rounds specialized for a job. I also think shotguns should get gas shells, which has been mentioned before.

1.) Upgraded Sabot/Armour Piercing slug
2.) Upgraded Flechettes
3.) Gas Shells, possibly lethal ones though I don't know if lethal gas is planned or not.

In game it can be justified that the shotgun is focused on because just the invasion of laser weapons pretty much shows projectile weapons are being phased out against the alien threat (ok not all). Have the description wax poetic over the shotgun's ongoing useful etc etc.

Love this site.
http://world.guns.ru/shotgun/sh00-e.htm


112
Design / Re: Victory Conditions
« on: March 02, 2009, 09:24:05 am »
Yes the briefing's page is what got me thinking about victory conditions. You'd list possible objectives to accomplish in addition to wrecking alien scum.

113
Design / Re: Defending downed DROPSHIPs?
« on: March 01, 2009, 06:13:53 am »
Could make a cool little game in game too if you had a chance to pit a single team member against a squad of alien scum.

114
Design / Victory Conditions
« on: March 01, 2009, 06:10:52 am »
I had a thought while reading threads and I am not sure if this has been brought up before...

I think having victory conditions (in addition to cacking alien scum on the map) has potential. Maybe include it as an iron man or difficulty option. The reason for optional status is that these victory conditions could make the game much harder.

For example, having a victory condition where you have to "control" a UFO's cockpit before the end of the encounter would allow you to research the navigation unit. In the real world, things such as jets have self destruct systems in an attempt to keep valuable tech out of enemy hands. So not only do you actually have to enter that UFO (creepy) but the hard work done by the devs on the models gets to be appreciated.

Having victory conditions would probably be better implemented in multiplayer games.

I can't think of any others right now.

115
Design / Re: Possible Mission Briefing blurbs
« on: March 01, 2009, 06:04:11 am »
I get the impression from the wiki article that the briefing may include intel, would that include of UFO and which aliens are going to be encountered?

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