Looks great. Just waiting on the Alpha 10 patch
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#1
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1.2 (12.04.15) AI and mortars
April 19, 2015, 07:36:30 AM #2
Mods / Re: Call in an attack.
December 23, 2014, 02:04:32 PMQuote from: iame6162013 on December 23, 2014, 01:11:46 PM
do you have the dev tools enabled? (the white gears in the top left)?
of not go to your config (esc->config->devtools or something)
press the withe ones until you got one that has a button to spawn a 1000 point raid
clack that.
cheers
#4
Mods / Call in an attack.
December 23, 2014, 11:48:45 AM
Had a look but cant find any, but is there a mod that lets you call in attacks on demand?
#5
Ideas / Re: Your Cheapest Ideas
November 04, 2013, 05:43:36 PM
Does putting a solar panel in the desert produce more power than on dirt? Should it?
#7
Ideas / Re: The many-guns problem
October 22, 2013, 11:42:25 AMQuote from: Gazz on October 22, 2013, 10:21:16 AMQuote from: miah999 on October 22, 2013, 07:02:23 AMHow often would this happen? If weapons exploded all the time it would be pretty silly. Because they don't.Quote from: staffy50 on October 22, 2013, 06:59:24 AMThat could be interesting.
Fair enough. We are always told not to mix parts, as its will decrease reliability and may lead to a breach explosion. Maybe that could be a random event if you cobble weapons together, every now and then it blows up in your face.
How many guns with breach explosions have been returned to you personally?
If it's a 1x in 20 hours of play event, it may just as well not be a feature at all.
Super low chances of something occurring sound good... on paper.
Alas, they make crappy gameplay elements.
You can't realistically plan for them so you can't make an informed decision.
Gameplay is all about making decisions.
I've seen two lads who had breach explosions, not from cobbled weapons but rounds cooking off in the chamber, so not really the same.
However we don't cobble weapons together, which was the original point.
If you don't want a breach explosion, then a messed up/misaligned weapon would no doubt also suffer from stoppages.
#8
Ideas / Re: Your Cheapest Ideas
October 22, 2013, 07:15:18 AM
How about, if you give someone a weapon when there shooting skills is low as a random event they could ND (Negligent discharge(firing by mistake)) and could injure themselves or others. Could encourage people to stop the chars from carrying weapons all the time and not putting them in the armoury after an attack.
Also, change ai storyteller in game. So i start with the easy one, build a base, get bored and want to change to a harder ai. Possible? For balance you could make it you can only change up, not down.
Also, change ai storyteller in game. So i start with the easy one, build a base, get bored and want to change to a harder ai. Possible? For balance you could make it you can only change up, not down.
#9
Ideas / Re: The many-guns problem
October 22, 2013, 06:59:24 AMQuote from: miah999 on October 22, 2013, 06:05:51 AM
That's not entirely true, I'm an armorer certified for M16/AR15 and I work extensively with the AK47. While it is not recommended to exchange internal components from one weapon to another (it has to do with wear patterns and reliability/safety). It is not physically impossible. If I was stuck on a planet and I had two guns damaged by a grenade blast, and I could cobble something together out of them I'd use it. This is especially true of the AK which has very lose tolerances, and is often built form spare parts throughout the world. Also almost any AR pattern upper receiver, can be fitted to any lower; we switch them all the time.
Fair enough. We are always told not to mix parts, as its will decrease reliability and may lead to a breach explosion. Maybe that could be a random event if you cobble weapons together, every now and then it blows up in your face.
#10
Ideas / Re: Your Cheapest Ideas
October 22, 2013, 05:37:01 AMQuote from: SteveAdamo on October 21, 2013, 10:42:31 PMJust change the name. it could be Lee Enfield Scopped.Quote from: huxi on October 21, 2013, 05:48:35 PMoh, you're right... thats an excellent point... perhaps that would get tedious? i still like the general idea though...
I meant that selecting the correct upgraded weapon after randomly upgrading a bunch of them would be micro management hell. A Lee-Enfield wouldn't simply be a Lee-Enfield anymore. You'd have to read the small-print to make a proper selection => tedious from the UX perspective.
(+20 range)
Easy.
#11
Ideas / Re: The many-guns problem
October 22, 2013, 05:32:17 AMQuote from: Tynan on October 22, 2013, 01:20:15 AM
I like this. Perhaps you could melt them down or cannibalize them for use in a workshop to make higher-quality weapons. Reminds me of the Fallout 3 repair system, which worked very well in solving the classic RPG variant of this problem.
Whilst in reality you cant take two pistols etc and mix and match any working part ie barrel or firing pin but if your not too bothered about realism you could always combine two pistols to make a better one? Melting them down doesn't make much sense to me, with any current gen of weapon you wont get anything of benefit. If your talking about the sci fi weapons, then maybe you could take the power core out or somthing.
Quote from: Semmy on October 22, 2013, 05:18:40 AM
g them a whole lot of damage wich can be repaired by combining multiple guns would be a good thing.
Its very unrealistic though. Firstly weapons don't get damaged from firing (to any big degree) and you cant mix and match working weapon parts (Sure you can change the butt or magazine, but the internals all need to stay with the same weapon)
If you have any questions on weapons realism that you cant find out, im in the Military and would be happy to help.
#12
Ideas / Re: Your Cheapest Ideas
October 21, 2013, 03:13:06 PM
well if people keep suggesting it, then maybe its a sign of how many want it...
#13
Ideas / Re: Your Cheapest Ideas
October 20, 2013, 04:17:46 PMQuote from: SteveAdamo on October 20, 2013, 02:44:12 PMQuote from: staffy50 on October 20, 2013, 02:32:22 PMright, so instead of fleeing, they may throw down their arms... although, turrets and units would have to know to stop firing, if indeed the enemy was surrendering...
Enemies with low health/high fear surrendering?
Just make them the same 'class' as incapacitated, so the turrets stop.
Quote from: SteveAdamoQuote from: staffy50 on October 20, 2013, 02:32:22 PMi like the general idea, but given the map size, and the alerts already built in, im not sure how useful this would be... perhaps on much larger maps?
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
If you get the assassin class, they cannot do anything but fight and firefight. But without any patrol setting they just stand about :/
Another idea but i doubt it will be cheap....
A weapons bench where you can modify weapons. Add a scope for more range etc.
#14
General Discussion / Re: How do you actually stop Mental Issues?
October 20, 2013, 04:14:44 PM
Its pretty easy to avoid, you just bury bodies, clean up blood and make sure there is enough food
#15
Ideas / Re: Your Cheapest Ideas
October 20, 2013, 02:32:22 PM
Enemies with low health/high fear surrendering?
They could throw down weapons or something rather than just fighting to death. Then you could choose to cease fire, or just kill them anyway.
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
They could throw down weapons or something rather than just fighting to death. Then you could choose to cease fire, or just kill them anyway.
Also, how about being able to make some people security/soldier. Who patrol the area (as a job) on lookout for mad animals or enemy's attacking.
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