1) Laser Trip Mines: Mines we can set up on the wall that will span across an area (maybe max two squares wide). Said mines can be defused with a defuse kit (multiuse, 30 or 40 APs) or blown up with a Grenade. The explosion radius would probably be equal to a AP50 grenade. If explosively removed, the other team would be made aware of the explosion.
Also, love the 'remember the username' feature. :)
Posted by CornMaster 14 years ago [Login to reply]
Camera Grenade: You can see what's going on wherever the grenade has line of sight. It's re-tossable (it's not really a grenade, it doesn't explode), but it's also destroyable by regular explosions or shots.
Partial cover objects: Things that are (say) waste high, and so give a cover bonus, but which also allow line of sight.
On some maps, I can certainly see how it would be quite annoying (such as in certain rooms in Last Man Standing or Assassin, but it might be an alternate way to balance things in Escort.
FWIW, in X-com and UFO:AI it seems that the partial cover in maps tends to be set up in favour of the aliens.
Honestly, I'd like to see at least a short-term pause on adding new equipment - I feel like there are some items that don't currently get used or at least haven't been fully utilized. Maybe it's that I don't play as many games as some other folks, but it seems like every week there is something new added, and I'm still trying to figure out good strategies given the basic equipment!
That's understandable. I used to play X-com & ufo:ai quite a bit, so there are some things I've grown used to that don't exist in this game--not a slight, just showing that I've got some adapting to do.
I certainly have a lot of learning to do on the basics of the game myself (as Deadlime can gleefully fill you in on).
Your response makes more sense with the 'fair' included. ;-)
It's not even the balance on missions so much as the learning curve for newer or less frequent players, although I agree that a new item can have an unintended consequence too. A lot of my experience with the game and the different equipment has been trial and error, so the more options there are to explore, the greater the advantage for a player who's had the opportunity to try different setups and see what works best. For example, I hadn't even thought of the rocket launcher exploit for the "kill the computer" mission that people are discussing now.
I'm not opposed to introducing new options, I'd just prefer they get introduced at a slower pace.
One option could be to have a radio dialoge for each game indicating the style of the game: classic, current, and beta. If classic is checked, the game is very much the way it is now. If current is checked, any new equipment that has been vetted as "balanced" is included. If beta is checked, all equipment that is being tested is also included.
It could involve two or three league standings as well, one for each style of game. Not that I'm trying to keep Steve from having a social life or anything. ;)
My PHP and Java skills are a few years out of date, and I don't think I have the time to do it, but if Steve is willing to let me tap his shoulder, I'd be willing to spend some time on it, starting in about two months.
Social life? I've got a 3 year old son and a 6 month old baby. My social life disappeared years ago! ;)
The sentiments and ideas here are all good, though I'm curious about all this new equipment - AFAICS there's only a Death Grenade and Adrenalin shot that are "new" (I've got rid of the Porta-Porter as it was over-complicated to use) and I think I added those months ago. However, if any new equipment does get added, I'll implement Kael's idea of a "beta" setting or something.
Posted by SteveSmith 14 years ago [Login to reply]
I'm thinking "new" in a relative term. I don't know how many months I've been playing the game now, certainly less than 6, and we've seen those to plus the Rocket Launcher and one or two new armor levels, I think, plus you've re-worked the points on some items. I'm not saying any of that is a bad idea, just pointing out that some of us may be a little slow and are still trying to figure out which of the initial suits of armor are best or which of the basic guns to choose. ;-) I think the adrenaline shots, btw, are bad-ass, even if the net result is usually only 9 extra APs (as you have to select the shot, use it, then spend another 15 selecting an item after you take the shot). Still working out the kinks with them, but I think they have potential.