
Floater Problem Can Be Easily Addressed..
#1
Posted 22 February 2004 - 09:22 PM
people said that they beat the game too fast or game was too easy after they nabbed a floater navigator, so there only seems to be one way to address it if its a viable option:
Dont let floater navigators into the game until maybe mid-late 1999, then you can possibly beat the game within 5 months or so...
and then of course my armor idea, for each higher rank, an increase in armor will be applied, makes sense, you want to have you higher up protected... also by ranks would be their str/hp/int/ whatever....
ex:
sectoid soldier
armor 5
hp 100
psi power 30
sectoid engineer
armor 15 (cause you are working in a very dangerous area, highly volatile elerium)
hp 125
psi power 45
sectoid leader
armor 30
hp 150
psi power 100
sectoid commander
armor 45
hp 175
psi power 200
rem these are just examples....
hopefully my point that i was trying to make is clear...
#2
Posted 23 February 2004 - 05:21 AM

Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#3
Posted 23 February 2004 - 08:04 AM
X-COM had aliens get tougher at higher ranks. Many long hours of PSI control have tought me that.


My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#4
Posted 23 February 2004 - 09:22 AM
Didnt know where to exactly put this but here goes...
people said that they beat the game too fast or game was too easy after they nabbed a floater navigator, so there only seems to be one way to address it if its a viable option:
Dont let floater navigators into the game until maybe mid-late 1999, then you can possibly beat the game within 5 months or so...
and then of course my armor idea, for each higher rank, an increase in armor will be applied, makes sense, you want to have you higher up protected... also by ranks would be their str/hp/int/ whatever....
Why, would be a floater navigator be responsible for finishing the game early?

Edited by kelfka, 23 February 2004 - 09:23 AM.
#5
Posted 23 February 2004 - 10:29 AM
Maybe it's not the navigators themselves, but because hi-rank floaters are about the easiest to capture in the game. Think about it- they have no PSI, the weakest health, and laughable terrorists, so anyone with a stunrod can capture an entire UFO of them. They could be made tougher, so they can't be stunned so easily.
But, what if they were made weaker? A zap from a stun rod could short-circuit the life support of a floater. The result is a high mortality rate, making captures much less successful. An alternative would be to use the stun bomb, which requires extra time and research. If you really want high-rank aliens early, you'd then have to go for sectoids, (PSI=ouch) or snakemen (chrysallid=ouch).

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
#6
Posted 23 February 2004 - 09:46 PM
#7
Posted 25 February 2004 - 02:12 PM

*Coming back? Avast! Facehugger, finish your assignments!*

#8
Posted 25 February 2004 - 03:09 PM
I didn't know we we're going to do fall damage in Xenocide, that's cool!
Edited by Whitewashed, 26 February 2004 - 05:43 AM.
#9
Posted 25 February 2004 - 07:05 PM
Will require extensive testing.
#10
Posted 13 May 2004 - 04:50 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#11
Posted 13 May 2004 - 01:13 PM
Mikker is right. We can fix the stunrod versus satryian problem by a simple change in their AI. If we make em run away from someone with a stun rod, then we won't have to worry so much (if they're in a UFO. In the outdoors, Mikker's idea would work really well.)just make the sytherians float up where you can reach them with a stunrod. You would have to get a stun LAUNCHER, and you can only get those later. There you go.

*Coming back? Avast! Facehugger, finish your assignments!*

#12
Posted 23 May 2004 - 08:59 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...