Post by slayernz on Dec 17, 2012 18:04:54 GMT -5
Okay, I've gotten back into TA with a vengeance ... it's such a good game! here are some thoughts that I have that would improve my (and hopefully by extension others) experience. This is above/beyond what is in the HUD thread that Fallen started.
Also, I think I've mentioned one or two in the past, but I'm re-experiencing the game so bear with my ramblings
[li] Would be really cool if there was a motion tracker type equipment (ala Aliens). If you could select it for one turn, it will highlight the locations of the aliens within x radius (maybe 20 squares)
[/li][li] Sniper weapons - high range (6sq), high damage, low ammo capacity
[/li][li] Changing the Neptune type weapons to be slightly more area affect - it's a blimmin HMG that gets bolted to the ground for a particular turn. You'd think that it would be an effective area suppress weapon Alternatively, the damage could be higher. The stock standard one is 4DP. the best is only 6DP. Heck, the devastator's are 7DP and you get to move around with them after shooting.
[/li][li] Grenades for the off-hand. If selected, the templar gets to throw a grenade up to 5 squares away. Blast radius one or two squares from target square.
[/li][li] Laser class weapon. You should be able to fire this puppy and hit everything within a straight line (if there are 3 aliens, all three get hit). You wouldn't be able to fire around another knight, and you should only be able to fire it once per turn just due to the recharge/heat. You should be able to switch to your off-hand weapon for the rest of the turn.
[/li][li] Proximity mines ... takes 2AP to set a charge, and the cheaper versions cannot determine friend or foe. Damage similar to grenade.
[/li][li] Any chance of a rear-firing weapon? Very useful when you are trying to get to an extraction point. Turning around costs 2AP, then firing even once means you almost certainly don't get a chance to move forward much more than a square per turn. Alternatively, you have to walk backwards all the time, and maybe you can get 2 squares per turn.
Game Play
[/li][li] Would be awesome to be able to have an inventory per knight of one or two items. For example, carrying around the extra ammo equipment thing, and only using it if you need it would be awesome.
[/li][li] On that note, you should be able to carry one weapon in your inventory too. It would take a whole turn to swap your weapon for another one, but most soldiers should be able to carry more than the weapon they hold in their hand.
[/li][li] Any chance that the 6AP limit would be increased? When you whack on a really heavy duty armor, you find yourself with only 4AP ... that doesn't give you enough time to get around a corner and ready to fire. You have to rely on your single remaining AP will allow you to have an accurate shot at your enemy.
[/li][li] Hydras are great, but as an operator, you shouldn't ever find yourself surrounded by flame if you pull the trigger. Damage should always be forward of yourself, even if a xeno is right in front of you - unless, of course, the xeno sticks its finger into the nozzle and causes the hydra to squirt sideways ....
[/li][li] Shooting sideways should be possible - albeit at a reduced accuracy. When walking down a hallway, you should be able to shoot down the side corridors without having to turn your entire torso to face that direction.
[/li][li] Definitely still after an "undo" to your last movement within a turn. Should not be able to undo an attack, but sometimes with existing UI, you accidentally move when you want to fire.
[/li][/ul]
I think I've got my thoughts down ...
Also, I think I've mentioned one or two in the past, but I'm re-experiencing the game so bear with my ramblings
[li] Would be really cool if there was a motion tracker type equipment (ala Aliens). If you could select it for one turn, it will highlight the locations of the aliens within x radius (maybe 20 squares)
[/li][li] Sniper weapons - high range (6sq), high damage, low ammo capacity
[/li][li] Changing the Neptune type weapons to be slightly more area affect - it's a blimmin HMG that gets bolted to the ground for a particular turn. You'd think that it would be an effective area suppress weapon Alternatively, the damage could be higher. The stock standard one is 4DP. the best is only 6DP. Heck, the devastator's are 7DP and you get to move around with them after shooting.
[/li][li] Grenades for the off-hand. If selected, the templar gets to throw a grenade up to 5 squares away. Blast radius one or two squares from target square.
[/li][li] Laser class weapon. You should be able to fire this puppy and hit everything within a straight line (if there are 3 aliens, all three get hit). You wouldn't be able to fire around another knight, and you should only be able to fire it once per turn just due to the recharge/heat. You should be able to switch to your off-hand weapon for the rest of the turn.
[/li][li] Proximity mines ... takes 2AP to set a charge, and the cheaper versions cannot determine friend or foe. Damage similar to grenade.
[/li][li] Any chance of a rear-firing weapon? Very useful when you are trying to get to an extraction point. Turning around costs 2AP, then firing even once means you almost certainly don't get a chance to move forward much more than a square per turn. Alternatively, you have to walk backwards all the time, and maybe you can get 2 squares per turn.
Game Play
[/li][li] Would be awesome to be able to have an inventory per knight of one or two items. For example, carrying around the extra ammo equipment thing, and only using it if you need it would be awesome.
[/li][li] On that note, you should be able to carry one weapon in your inventory too. It would take a whole turn to swap your weapon for another one, but most soldiers should be able to carry more than the weapon they hold in their hand.
[/li][li] Any chance that the 6AP limit would be increased? When you whack on a really heavy duty armor, you find yourself with only 4AP ... that doesn't give you enough time to get around a corner and ready to fire. You have to rely on your single remaining AP will allow you to have an accurate shot at your enemy.
[/li][li] Hydras are great, but as an operator, you shouldn't ever find yourself surrounded by flame if you pull the trigger. Damage should always be forward of yourself, even if a xeno is right in front of you - unless, of course, the xeno sticks its finger into the nozzle and causes the hydra to squirt sideways ....
[/li][li] Shooting sideways should be possible - albeit at a reduced accuracy. When walking down a hallway, you should be able to shoot down the side corridors without having to turn your entire torso to face that direction.
[/li][li] Definitely still after an "undo" to your last movement within a turn. Should not be able to undo an attack, but sometimes with existing UI, you accidentally move when you want to fire.
[/li][/ul]
I think I've got my thoughts down ...