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YautjaGod

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  1. That movie rocks! I especially like the details they put into research. Was that a microscopic larvae thingy in that clip or what...looks to me like it could be part of biomass research or something like that. Man I have no doubts that this game will be the TBS game I've been waiting for.
  2. MMMMmmmm.... "sees mind controlled alien prime a grenade in his pack and runs screaming into the crashed ufo" I'll be raining grey chunks of flesh for weeks :devil:
  3. Hey I just found out that ALTAR will use a system like this but using the in game engine. They said that doing it that way allows them to add even more combinations! That rocks!!
  4. I'd love a reply from ALTAR to see what type of sequences they'd have and if they could do something like I've shown. I hope you guys see it.
  5. I wonder if the video will change based on weapon types, intercept craft (will we ever get alien ships as a strike fleet?) and ufo size... Also I wonder if we'll see a blow for blow account of the combat, like would it include misses and hits? E.g. You had a f-15 shooting a missile and it hits, then the ufo opens up its plasma cannons but misses, then the f-15 closes in and uses cannons to blow it out of the sky. And another time the f-15 has lasers and they are rapid fire but miss half the time and the ufo is a dodging the fire as it escapes... Reckon we'd see this kind of action in the clips? Or will it be... YOU WIN!! - shows a f-15 shoot a missile and crash the ufo YOU LOOSE - shows the ufo shooting plasma and the f-15 crashes I can see how including lots of different possibilities could increase the file sizes as they have to pre render every weapon and combination. But still it would rock. They would need all the weapon effects, ship types, and then as each ship takes a turn to fire the camera would show the relevant clip of the weapon effect, then if it is a miss, they could show a dodge clip (maybe selected randomly from 3 dodge sequences), if they hit then they show a hit sequence (once again a random choice from a selection), then if that hit makes it crash showing a crash clip or if the ufo runs away so that clip. I know the weapons would need their own clips for each effect but if there are 10 ship weapons, and you'd have 2 different shoot sequences for each, plus the type of ship shooting (maybe there are 3 different strike craft) it would be 60 clips for weapon effects, and 30 for ufos (10 ufos but they would only have maybe 3 different weapons). Then we would have 9 dodge sequence clips ( 3 for each strike craft), 30 for ufo (3 for each ufo), 4 hit sequences (bullet, explosion, energy, crash) for each enemy ufo (maybe 10 ufos) and 12 for intercept craft (4 for each intercept, but I'm not sure if bullet should be included), and finally the run sequence for the ufo (1 for each ufo). Feww ok lets see if this would be worth it.... 90 weapon effects (seeing the craft shoot it) 39 dodge effects (seeing the craft avoid attack) 52 hit sequences (seeing the craft get hit or crash) 10 run sequences (seeing the ufo escape) 191 sequence clips Ok now if each clip was 200k (they would only run for like 1 - 2 seconds) thats 38 Mb, ok lets make the clips longer (500k, 5 - 6 seconds), thats 95 Meg. OK these sequences are the maximum needed for this method. You could use the same weapon clip if its between 2 missiles or 2 lasers. If the strike craft will always look the same but with just a few upgrades then you'd only need the one type. Plus this would of course change based on the actual weapon numbers and ufos out there. These clips would fit together easily by just changing the camera angles for each effect, so for example you have the camera along side or behind the strike craft and it shoots at the ufo, then it cuts to the ufo seeing the weapon hit it, or the ufo dodging it, and back again. I believe that this system would totally rock and I see no real reason why this couldn't be done. Yeah I know that there would be heaps of clips but they individually would only be small, and using this instead of one or two generic combat vids is totally a must!! If you did this than it would very much make up for not having some sort of simulation for combat. Man I'm not gonna go back and read all that for spelling errors! Anyone like the system I've proposed??
  6. Lol they're giving you a hard time ey Veteran
  7. I hope that publisher business isn't being too much a pain in the ass for them!!
  8. Yeah I did hear that it will be automatic and that it wont have a manual control structure for the intercepts from ALTAR a while back, but I hope they at least put back some sort of control over it ???
  9. I have a question with UFO interceptions. Since interceptions will be automatic as in X-com 1, will there still be basic commands such as close in, hold at weapon range, and pull back, or will it be total automation with no control whatsoever? Also will individual aircraft be manufactured or will there be a continuous supply to bases?? And if you research an upgrade for aircraft will you need to build a new one with the new technology, or is it just immediately added onto the old design? Thanks!
  10. errr thats what I meant... the ALTAR team. I've seen him post at the ALTAR forums as a ALTAR team member. Thats not to say that I'm not thanking this team either cuz they rock (good stuff Pete!!) P.S. Even if I didn't know him from the other forums I could tell from his Group name in his description as being "Altar Interactive"
  11. Hey thanks for answering Evan! Its great to get feedback from the team!
  12. What so your saying that you can only have a base if you take it over from alien control? Or can you build a base yourself?? Like you'd click on the map and when you have enough resources you can choose to make a "Research Base" or a "Manufacturing Base". I'd be kinda hard when you start off the game if you only have one base and overrunning alien bases is the only way for more... then you'd only be able to research or just manufacture at the start, pissing you off either way. (I researched this cool laser rifle and now I can't manufacture it!!) Is that it? :hmmm:
  13. Maybe moral could be handled by just effecting the move points and accuracy if your moral is really low cuz your team has been wiped out. Imagine if that happened to you...I'd have my rifle shaking like popcorn under pressure and wouldn't be able to shoot a truck 10 feet infront of me But I reckon if a soldier had low moral they should have it boosted whenever they waste an alien. Seeing them die should get the blood pumpin up a bit.
  14. Hey I've heard that in UFO: Aftermath base management will be streamlined and that there will be no currency or costs, but instead there will be scavenging and salvage. Well what I haven't figured out is what exactly does "streamlined" mean?? Will there still be labs and factories built? Will the base or bases be underground or on the surface? (I think I heard that it will be underground because of destructive spores or something) Also what about base defence.....are we gonna get sentry turrets/auto cannons for the base while the game is underway or is it gonna be like X-com 1 & 2 where you only have defence used in order to blow up the invading force before they arrive and dock? It would be cool if as a grey walks through a corridor an autogun pops out of the roof and pumps the Reticulan full of molten death This would be logical for a military base instead of relying on soldiers just like a normal mission. IMHO there should be a difference in fights from invading an alien base to defending your own. Clearly you should have the advantage if it is home base!
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