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Design / Re: My comments on the design/gameplay
« on: April 21, 2009, 07:52:03 pm »Hiring people is kinda messy. And the guys that are statsless(non-soldiers) could be hired with just +/- like you do when saying how many guys should work on research. Also, its hard to get an overview on the employees of a base, like how many more workers could i have/when do i need a new living quarters. A little window with all this info would be nice.We have that stat box there in the current dev. version.
@Note: "check the current trunk" is a general rule here. That's because 2.2.1 is very old but we're not ready with 2.3 it's too buggy.
I agree with the statless employee idea, needs consensus.
Another idea with this type of personnel would be to give them appropriate stats. As it is now, all scientists are equally proficient in physics, chemistry, biology, etc. Having them have different skill level in different disciplines, and that skill affect their ability to move certain project forward would allow for some interesting management of scientists. A scientist that suck at biology but excels in physics would contribute much more in plasma weapons research than autopsies.
I haven't given much thought on the subject to workers and medics, but I'm open to ideas here.
WEAPONSBalancing is always a difficult job. There are plans for upgrades but not for the near future.
Sniper rifle is to good for starting weapon but a better version should be available mid-game.
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I've also found it funny that specialized long range weapons, like the sniper rifle, can be used so effectively at close range. Perhaps some type of minimum range under which the weapon loses effectiveness (be it accuracy or damage potential) could be interesting. The sniper having to switch to a handgun upon entering an office building, but switching back to sniper rifle upon getting to a high window which covers a park.
Some suggestions:Good ideas. Well, last one should not happen every time. maybe by chance, once or twice during the game.
- A dropship can land and hide, and later try to continue
- Interceptors can escort (and since they fly slower now the fluel can last longer or something)
- The soldiers/equipment from a downed dropship can be recovered by sending a rescue party there on a minimission!
The last one could depend on the amount of damage received by the craft. Too much damage and the ship blow in flight killing everyone on board. Less damage and the craft falls down, but the pilot manages to safely crashland, which would allow to recover some items and/or people.
Depending on the type of alien craft/mission type, the aliens could land as well and assault the downed craft before recovery can be carried out.
While we are on this subject, I have also thought of merging pilots with soldiers. Having soldiers have piloting skill, could allow for the pilot to work as a soldier in the tactical mission, as well as having the aforementioned alien assault on downed craft make sense for interceptor craft. A lone pilot defending from aliens while rescue comes in. EPIC!
Maps in many layers are a bit too frustrating. The best example is that mine-map-maze in new zealand. Plz skip these and use more flatten maps like in cities etc, these are great. You can also mix the maps up a bit by offering more extreme maps like very open desert or a very closed map (claustrophobic office, bring the shotguns!) This makes a player more prone to bring varied equipment.
Are you high?!?!? This in one of the maps I enjoyed the most. It took a long time to complete, since there were so many paths the last alien could take to circle my men. I had to go about the mine several times in order to find the creeper.
I do agree with you on the need for more varied maps. Combined with situational limits on weapons it would make for incredibly more varied tactical options.
Cheers!