|
Post by slayernz on Jan 14, 2013 17:02:44 GMT -5
Another request to be thrown into the mix For the non-Skirmish campaigns, it would be good if some of the campaigns came with a squad of experienced knights. That is, they don't start with the basic skills numbers and distribution, but begin with ??XP. You can distribute them out.
The amount of starting XP can reduce as difficulty goes up. On easiest difficulty, each Templar gets 10XP. By the most difficult level, each templar gets no extra XP.
|
|
|
Post by Cory Trese on Jan 15, 2013 0:36:03 GMT -5
Great suggestion about difficulty and starting XP.
Not sure why I didn't think of adding that to TA, it is in ST and works well.
Thanks for the post!!!
|
|
|
Post by slayernz on Jan 15, 2013 23:28:45 GMT -5
Throwing a curveball out there - What if .... ... the captain was able to use all weapon types, including Hydra and Neptune? Would that make him too powerful a character?
|
|
|
Post by Cory Trese on Jan 15, 2013 23:44:35 GMT -5
Throwing a curveball out there - What if .... ... the captain was able to use all weapon types, including Hydra and Neptune? Would that make him too powerful a character? Way too powerful
|
|
|
Post by slayernz on Jan 16, 2013 0:10:27 GMT -5
Yeah ... captain with a Neptune would be awesome but almost unstoppable.
|
|
|
Post by Cory Trese on Jan 16, 2013 0:17:15 GMT -5
Yeah ... captain with a Neptune would be awesome but almost unstoppable. Although goodness, how awesome would a hand flamer and sword be?
|
|
|
Post by slayernz on Jan 16, 2013 16:41:14 GMT -5
Just wanted to share this ... Neptunes ROCK! Attachments:
|
|
|
Post by slayernz on Jan 28, 2013 18:33:11 GMT -5
Feature request Either: have deployment positions of the knights be random, or even better, have the ability to specify which knight goes in what starting position.
For planned deployments, you should be able to specify. For missions that start in the thick of things, it should be random.
|
|
|
Post by slayernz on Jan 29, 2013 0:17:08 GMT -5
Feature Request Select a Squad UI - make a green check button that is bigger/above the red delete button. When I am in the select a squad screen, my fingers are drawn to the red button to make the selection. I don't automatically think that the squad name itself is what you select. Having a green button to press would be enough for my mind to associate with selecting a squad. You don't even need to change the game code - just add a green button shape to the squad. Given that anywhere in the squad field is actually "selecting" the squad, pressing on the green button would be the same as pressing anywhere else, so it would work fine.
|
|
|
Post by fallen on Jan 29, 2013 0:22:18 GMT -5
slayernz - thanks for the feedback. Certainly, the delete button draws the eyes, which is not really the best!
|
|
mikelrysk
Hero
[ Heroes of Steel Supporter ]
Posts: 160
|
Post by mikelrysk on Feb 3, 2013 11:57:33 GMT -5
Grenades, grenades, grenades. Just saying cuz, "It sure would be nice if we had some grenades." - Jayne
|
|
|
Post by overseer on Feb 3, 2013 16:16:03 GMT -5
Grenades, grenades, grenades. Just saying cuz, "It sure would be nice if we had some grenades." - Jayne have a look at page 2
|
|
|
Post by slayernz on Feb 6, 2013 1:08:37 GMT -5
Another feature request; Make "Tactics" more of a meaningful value. For Captain, it's useful for extending captain's range of influence. However, after a certain point, it doesn't do anything else.
For Soldiers/Specialists, it adds to movement, but since there is a cap on movement, there is little value in investing in tactics beyond a couple of additional points.
So the request is - find something to tie tactics to. Maybe either %chance of weapons shot not using an AP, or increases your view range because with better tactics, you have better ability to "see things strategically". Maybe every 3 Tactics = 1 square visibility. Compounds with Atreus system.
|
|
|
Post by Cory Trese on Feb 6, 2013 1:09:42 GMT -5
Another feature request; Make "Tactics" more of a meaningful value. For Captain, it's useful for extending captain's range of influence. However, after a certain point, it doesn't do anything else. For Soldiers/Specialists, it adds to movement, but since there is a cap on movement, there is little value in investing in tactics beyond a couple of additional points. So the request is - find something to tie tactics to. Maybe either %chance of weapons shot not using an AP, or increases your view range because with better tactics, you have better ability to "see things strategically". Maybe every 3 Tactics = 1 square visibility. Compounds with Atreus system. With 400K credits, what are you Captain's current attributes and skills? Just curious
|
|
|
Post by slayernz on Feb 6, 2013 1:14:16 GMT -5
Str =2, Quick = 4 War = 57, Ran = 49 Tac = 14, Eva = 54 My other captain, Hicks (aka Lt Hicks from Aliens) is Str = 8, Quick = 11 War = 51, Ran = 46 Tac = 7, Eva = 58 The Neptune assigned to the squad had had 104 battles, and 2109 kills
|
|