Jump to content
XCOMUFO & Xenocide

Recommended Posts

Couldn't find if this was ever discussed before... so sorry if it was.

 

The line-of-sight is pretty obvious, but how far will our people see?

In the original your troopers saw about 30 meters. Kind of stupid IMO. :huh:

 

I can see an erect human sized object easily from 1km away if colour separates it from background, houses and UFO-wreckages from much farther. If target has camo, then from about 100m. When target is moving, these distances are at least doubled.

 

(These are from clean air and daylight, and yes, i do have good eyes.)

 

My point was that line of light should not be limited in length. Only camouflaged aliens should remain invisible, not terrain.

 

Nighttime in dark forest is completely another story. You can actually bump into a soldier you couldn't see. (I was the one standing there.) :blink:

 

So, what are you thinking of it?

Link to comment
Share on other sites

This could mess with gameplay, but sounds reasonable. Though with such spotting, scout&snipe tactics would become pretty powerful.
Link to comment
Share on other sites

IMO it balances itself / it is not supposed to be balanced! :huh: I don't think areas even need to be bigger.

 

If you are in open, you can be seen. Just use cover like you should in urban warfare. This would only result in longer-range firefights and remove those "search that open mapcorner" -tasks. There is enough close-range combat inside UFOs and buildings. Smoke would also finally have some real use, as well as aimed shots.

 

Who ever used spotting with unit and shooting with another way back to avoid return fire? Also annoyed by: that stupid backstep-hide of alien out of your LOS, (They all died the next turn. Too easy.) Searching for that house-sized UFO from small farmyard was just plain stupid. :huh?:

 

This change would remove at least those annoying tactics/features. (And propably bring a few others available, post if you can think of any???) :idea:

Link to comment
Share on other sites

Normally, when you see an alien, it's possible to sneak up on him, or run for cover. But, if he has much longer sight, you might get shot the second you leave the skyranger. On a desert, or tundra map, leaving the skyranger would be suicide.

 

But, you'd just need more smoke grenades. :)

 

Chrysallids wouldn't be as nasty, either. They can run all through the visible range, and stab your guys. If they couldn't, they would be sniped rather easily. Except in city zones, with all the hiding places.

 

However, I didn't like having one guy shot, and the guy next to him couldn't see the alien, so he couldn't shoot back. That was sorta annoying.

Link to comment
Share on other sites

IMO most of the weapons have some form of muzzle flash, so shooting should reveal position at least in the dark.

 

And first 5 secs leaving the transport really are the most dangerous in entering hostile terrain, that is why transport doors usually have those turrets discussed earlier. Or, as you said it, Smoke is the answer.

 

Chryssalids would have plenty to do in cities, as they are terror units. In wide open they are supposed to suck with nothing but HTH attack. A good reason to shoot down those terror ships. ^_^

Link to comment
Share on other sites

Also annoyed by: that stupid backstep-hide of alien out of your LOS, (They all died the next turn. Too easy.)

 

If we use a bigger LOS, use of the above strategy will make the game even easier. So IMO if we adopt a bigger LOS we should think about changing the Allien strategy. Things like ambushing our troops, flanking, suppres fire. This would be a challenge.

 

Sorry about my English. Havent used it for a while...

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...