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Messages - MonkeyHead

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You need to realise that the items that are at a market stock of 100 are readily availiable mass produced human items. There should NOT be a global shortage of basic items like assualt rifles and fragmentation grenades at game start - that would be immersion breaking.

Yes, and in general they will move to more dangerous weapons, craft and species sooner too.

Tactics / Re: Empty Production Queue
« on: February 21, 2014, 09:39:50 pm »
You can always unhire workers if you have nothing to make, and save some cash.

Oh, right. So you would like soldiers to reaction fire to use all and any TU's, working thier way down the firemode scale? Now I get it - much clearer, and not that bad an idea. I personally would prefer ALL reaction fire to be snap shots (or equivalent) - that seems to fit the idea of "reacting" far better, and would encourage agressive fire and movement based gameplay, instead of sitting back and waiting for your opponent to come at you. Reaction fire is currently (and should remain IMHO) a last resort compared to firing and keeping in cover. If you choose to sit in the open, you should get mown down.

I do forsee one main complication with your proposed mechanism though - such as, getting it to trigger correctly in a way people would use. Currently, an enemy needs to spend say 8 TU's to trigger a potential reaction snap shot. Lets say this occurs, and you then get your 3 options, only one of which is selectable as the other 2 have not yet had the enemy spend enough points to trigger them. So you neglect to take the shot, waiting for the enemy to spend another 6TU's so you can try a 3-round burst. The enemy continues to move, and maybe fires and kills your unit so you lose the reaction fire opportunity, or doesn't (or can not) due to TU shortage trigger the other fire modes. You then kill the enemy on your next turn. In this potentially very common scenario, the whole extra complexity has been pointless, gained the player nothing and not really altered the outcome from a gameplay perspective, other than the slim possibility of the reaction fire saving the death of a unit. Now, yes, I suppose an enemy could in theory contine advancing, and trigger the option of a burst or full auto fire mode, but way more probable is that the enemy unit would have taken a shot that wounds or kills a unit before that takes place for most multifire mode weapons.

Erm, by selcting a check box you can actually already select what fire mode to use as reaction fire... most useful with laser weapons where the TU cost for a multi shot is still kinda low, the assault rifle (for the same reasons), and for turning the ball mode off for the plasma blaster if you expect a very close range ambush shot.

Discussion / Re: Interceptions
« on: January 18, 2014, 04:27:54 pm »
Hmm, my scepticism was based on there being no reference to this in game in any research reports relating to any of the enemy UFO's, or the tech you can scavenge and research from them. Having read through the file, I am under the impression that it refers to armour in terms of some kind of modifier rather than shields - which is why the fighter UFO has a number of "2" - which possibly corresponds to UFO armour, where polymer armour would be "1", and alien polymer would be "5" by the looks of it.

Discussion / Re: Interceptions
« on: January 16, 2014, 10:41:30 pm »
Do they? That is something that I have not noticed. Are you sure?

Feature Requests / Re: The game should play around 2030 instead
« on: January 09, 2014, 08:31:48 pm »
As far as destructable terrain goes, thanks to limitations with the game engine, thats probably a big no-no, unless someone can pull off some kind of code magic (or make some things/everything out of glass type objects, which sounds like a right pain in the ass to organize sensibly).

Tactics / Re: Is there really any point in equipping armor?
« on: December 23, 2013, 08:25:49 pm »
I didn't know you could shoot through walls.

Seriously, it will change how you play the game when you get the hang of using the IR goggles to spot enemies, and the bolter or coilgun to plug them from total saftey.

Tactics / Re: Is there really any point in equipping armor?
« on: December 18, 2013, 06:49:54 pm »
Sorry, I repectfully disagree. The bolter and coilguns are game changers, simply down to thier wall/ground penetration. Hell, you can fight off entrie alien base assault teams by shooting through the roof into them with either gun. AM rounds can take even heavy armour ortnoks down in one hit if the random number god is on your side.

Tactics / Re: Is there really any point in equipping armor?
« on: December 11, 2013, 07:44:06 pm »
IMHO the wearing of armour hardly renders them useles/ineffectives early game - in the early game when facing mainly plasma armed Sheevar and Taman you should not really need every trooper to have an extra shot to succeed in missions. I occasionally drop the armour on a low skill rookie and use them as a scout, but they often die to single plasma hits that an armoured trooper will survive, normally long enough to get medical aid and make it back to base.

Tactics / Re: Is there really any point in equipping armor?
« on: December 10, 2013, 08:09:57 pm »
I am with Telok on this one. A couple of rounds of plasma fire/particle fire will kill a solier in any armour. But here is the killer - with no armour, one round would probably kill them, but in armour it probably wont - far more relevant with your veterans, who will probably be the only ones strong enough to wear it and carry a weapon into combat anyway.

Bugs in stable version (2.5) / Re: 2.6-dev?
« on: December 07, 2013, 12:05:58 am »
Cool. Will give it a spin once my latest 2.5 game ends in horrible death for all, as per usual.

Bugs in stable version (2.5) / Re: 2.6-dev?
« on: December 05, 2013, 09:02:31 pm »
Is the campaign playable? By that I mean can I hire and assign scientists, which was the thing that made it a no go previously...

Discussion / Re: An Open Letter to the Developers
« on: November 11, 2013, 11:11:40 pm »
Pretty sure the bomber (and gunship) are not in 2.4. XVI is also a mechanic not fully in the game, IIRC.

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