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General interface changes


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#1 Radoteur

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Posted 29 March 2003 - 03:27 PM

Ok.
I haven't read through the entire forum for other wishes (yet, I want to get these down before I forget), so if any of these have already been mentioned, that must mean that it is really ultra-cool and everyone loves it. :D

I would really like there to be an option to tell me when my ship(s) are ready to go. Maybe a check next to the plane on the intercept screen that will activate a little message that says something like "Skyranger Ready." A bit like the other messages in the game.
Now, this is just a personal preference, so it's not really that important. I just find it really annoying going to the equip craft screen over and over, so I can launch my craft ASAP. I don't want to lose those crash sites, now.

Also. Maybe there could be an option to turn off saving in the battlescape. For us save/reload junkies. Like in those text-based adventures where you turn off the hints, for those of us tempted by the wonders of that magical button. You turn it off and it never comes back on.
This is also not too important, but might be nice.

Some way to assign weapons/armor to a person, and have that person use that armor, weapons and equipment EVERY mission. It's such a hassle having to switch everything around on the equip for battle screen, since my heavy weapons guy always seems to pick up a laser rifle, and my scrawniest scout seems to pick up the heaviest weapons. (Ok, maybe that's an exaggeration.)
Something like the armor screen, maybe. I don't know how I'd do it.

And, one thing you guys should keep are those cool skull explosions. I only noticed them after I slowed down the game. Uber-leet rockzors, baby.

Maybe also a way to "clear" out the alien containment facility. You know, a way to turn a living alien into an another slightly different item, more along the lines of a non-living alien, for easy removal. Maybe somehow pick and choose which alien should be "disposed" of. Unless we can sell live aliens, and I haven't noticed. I haven't filled mine up yet, but I'd imagine it would be annoying if my Alien containment was filled with some worthless aliens and I managed to capture a sectoid leader, only to find that the containment was full.

#2 ziocody

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Posted 30 March 2003 - 01:30 AM

Pretty cool, several things I would enjoy seeing in the game as well.
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#3 mikker

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Posted 03 April 2003 - 07:45 AM

-I would really like there to be an option to tell me when my ship(s) are ready to go. Maybe a check next to the plane on the intercept screen that will activate a little message that says something like "Skyranger Ready." A bit like the other messages in the game.
Now, this is just a personal preference, so it's not really that important. I just find it really annoying going to the equip craft screen over and over, so I can launch my craft ASAP. I don't want to lose those crash sites, now.

-Yeah, a pop-op message that does not stop the game, and tells you when crafts are ready, and such things. Could e placed in the message box: look at xenocide pictures, of you have not already.


-Also. Maybe there could be an option to turn off saving in the battlescape. For us save/reload junkies. Like in those text-based adventures where you turn off the hints, for those of us tempted by the wonders of that magical button. You turn it off and it never comes back on.
This is also not too important, but might be nice.

-Yeah, like you choice in the start button, in, or after the difficulty screen. "Do you want to enable the very cheaty tactical save button? Not recomented [_]"


-Some way to assign weapons/armor to a person, and have that person use that armor, weapons and equipment EVERY mission. It's such a hassle having to switch everything around on the equip for battle screen, since my heavy weapons guy always seems to pick up a laser rifle, and my scrawniest scout seems to pick up the heaviest weapons. (Ok, maybe that's an exaggeration.)
Something like the armor screen, maybe. I don't know how I'd do it.

-Yeah, will work.


-And, one thing you guys should keep are those cool skull explosions. I only noticed them after I slowed down the game. Uber-leet rockzors, baby.

-Huh? Don't know anything about it.


-Maybe also a way to "clear" out the alien containment facility. You know, a way to turn a living alien into an another slightly different item, more along the lines of a non-living alien, for easy removal. Maybe somehow pick and choose which alien should be "disposed" of. Unless we can sell live aliens, and I haven't noticed. I haven't filled mine up yet, but I'd imagine it would be annoying if my Alien containment was filled with some worthless aliens and I managed to capture sectoid leader, only to find that the containment was full.

-Yeah, a kill button would be cool, if you had personell, that would kill a defenceless (AKA not crysaloid) creature.

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#4 Radoteur

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Posted 03 April 2003 - 11:39 AM

No, what would happen in real life, is that whoever works in the Alien Containment would flip a switch marked "Alien Life Support."
I'm assuming the aliens can't live without the alien containment, otherwise I'd be able to keep my aliens locked up in the living quarters. Even if the aliens do have defences, they are probably restrained or the scientists wouldn't be able to study/interrogate them. Not sure how they'd figure out how to shield themselves from the psi powers, either.

Pretty bizarre, is that I've got some 15 aliens crammed into me Alien Containment. Maybe it works because I have less than ten different types of aliens. Oh, well. Good for me!

#5 mikker

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Posted 03 April 2003 - 12:11 PM

The reason you can have 15 aliens, is that you can have a navigator, soldier, medic, engineer, leader, and commander of each race. The formula is:

1: {navigator, soldier, medic, engineer, leader, and commander} x {Sectoid, flooter, muton, snakeman, ethernal} + {Crysaloid, Reaper, selacoid, other odd alien, sectopod} x {Normal, Terrorist} x 10

2: 6 x 5 + 6 x 2 x 10

3: 30 + 12 x 10

4: 42 x 10

5: 420

You can have 420 aliens inside.....or is im just miscaluclating? The number sure looks odd

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#6 LordT

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Posted 03 April 2003 - 12:22 PM

Your calculation is probably right but i don't beilieve what your calculating is right.
I don't know the actual space the containment has but it can't be more than maybe 20-30.
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#7 Shades

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Posted 10 May 2003 - 04:09 PM

-And, one thing you guys should keep are those cool skull explosions. I only noticed them after I slowed down the game. Uber-leet rockzors, baby.


The explosions from rocketes, blaster bombs, grenades, HEs, etc looks like mushrooming skulls. Slow it up or look at a screen shot, they do. If you want to get an idea of what that skull is supposed to look like, there's a small one stenciled on the bottom left of every HE. I noticed it too, it totally rocks.