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Captain
Join Date: Sep 2012
Posts: 4,245
# 3
10-14-2013, 03:16 PM
Quote:
Originally Posted by neos472 View Post
From what i am seeing none of these are good ideas at all the red alert system in the game is good as is no need to do anything to that, Subsystem targeting as a selection would require massive coding to implement which would be a waste of resources, the cover system falls into waste of resources atm because things like this takes lots of time coding and testing and they may not even have the tech to do it yet. and last what kind of ground missions are ya talkin bout elaborate please.
the subsystems targeting proposed here would be a gui issue and could be tied to target riticule.
the access to the abilities a matter of coppy-pasta or editing the ship properties to activate them for all ships.

what would be difficult is the cover system, the games dice-roll hit/miss/crit system is as much an antique as the overstretched trinity they are trying to shoehorn the game into.

as much as a ufo-aftermath/new x-com system would (imo) be much more interesting than the current 90s era myth & magic rpg mechanics, the level design not only isnt up to this sort of play. its completly absent from the design ethos even if they did let people use the foundry to redo the levels for them in exchange for dil/zen, it'd still be a long time.

it would also force a complete overhaul(even if much needed) of the games ground AI. which has modes that range from being a dumb mook, to being a borken mook with unflagged uncounterable tpk abilities based around dps-walls & bruteforce.

the alert system... yea, its too fiddly.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.