Ideas Of The X-com Mind
Posted 06 November 2002 - 10:41 PM
Night vision goggles.
Land and air mines.
Glue gun or some sort of gravity device keeping target in place.
Posted 06 November 2002 - 11:04 PM
Posted 06 November 2002 - 11:29 PM
Posted 07 November 2002 - 06:17 AM
Guest_Guest_Xen.Evil_Why don't I j_*
Posted 10 December 2002 - 11:52 AM
Posted 10 December 2002 - 06:05 PM
:alienmad: :alienmad: :alienmad:
Posted 11 December 2002 - 02:28 AM
Posted 12 December 2002 - 01:24 AM
Posted 15 December 2002 - 12:10 AM
Posted 15 December 2002 - 08:59 PM
Posted 15 December 2002 - 11:56 PM
Posted 16 December 2002 - 11:16 PM
Anyway, BOS is Fallout Tactics: Brotherhood of Steel. They took the idea for their gameplay from X-com. Anyway, it's really good as combat systems go. (no obnoxious misses and so forth.)
Oh, and concerning the thread where guys discussed the combat engine, (I'm supposed to summarize that but I haven't really gotten around to finishing it. Sorry Margant.) I think that the engine they're designing is really realistic. (IMO, TOO realistic.)
I've tried running it in my head, (which isn't saying much, so don't listen to me too hard. ) and it seems that the combat sys would make it VERY hard to miss a target. That approximates reality quite well, since there isn't really much of a chance to miss things when you point their way, however this is in REAL time. In real time, people can duck suddenly or swerve to avoid things, something not given to static targets in turn-based. If we implement realistic levels of accuracy, things would die too quickly, not giving us enough time to enjoy inflicting plasma burns and stuff.
Posted 17 December 2002 - 01:45 AM
A system like the one that is discussed in the forum is as realistic as the values that we use to fine tuning it (thats when game balancing came in)...
target. That approximates reality quite well, since there isn't really much of a chance to miss things when you point their way, however this is in REAL time. In real time, people can duck suddenly or swerve to avoid things, something not given to static targets in turn-based. If we implement realistic levels of accuracy, things would die too quickly, not giving us enough time to enjoy inflicting plasma burns and stuff.
But if you model it very realistically and then make it really balanced you got a plus. And it dont look random like in the original series... you got more complex calculations but you dont get first a fine or near miss shot and then a totally 30 degrees missed fire. Thats just is not modelling the reality... you can have an accuracy plus or minus, but if you had fired then you can try to get it better... (history aware battle engine)... and there are a lot of thing that would look better without too much random behaivior. (that doesnt mean that your soldiers or the alien must hit the target, always. However they will missed consistently - dont know if this is the right word in english- )...
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Posted 17 December 2002 - 07:53 AM
Anyway, I think that the combat sys that was designed in the thread is really good. (I like the cone idea.) Just had that teensy problem with the values presented, but that's okay now. (I'm dyslexic so I didn't figure out that we can still fine tune it. )
Oh, and I still think that you guys should check out BOS.
Posted 19 December 2002 - 02:29 PM