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Nano Fiber Vests and SCOPEs


TrollofReason

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I'm a believer that a game needs to be as smoothly flowing as possible. At no time should I have a little siren in my head screaming "this is cow plop!" That said, however, both the S.C.O.P.E and Nano Fiber Vests cause so loud a cacophony that sometimes I have to put the game down and stop playing it so I can come back without a sour taste in my mouth after being forced to swallow yet another artificial "hard choice" the game is trying to feed me.

 

In short, I think that both of these technologies should be Foundry Projects that enhance all body armors (and perhaps even confer a scaling bonus), and all weapons (with, again, a scaling bonus, maybe?). I don't even use NFVs because the bonus isn't worth a backpack slot, and I don't know why something that is mounted on the soldier's weapon is stored in their backpack. Before someone cries foul and says "but it's for balance!" then the Foundry Project can make you pay out the butt to implement it; 250 monies should about do it for each project, and THEN add a cost modifier to each weapon and armor that isn't standard Body Armor. If an NFV costs 20 monies, then add that 20 monies to a suit of new Carapace Armor when the foundry project is completed. Same should be true with the SCOPE. A high up-front cost, and then afterward the bonus is applied to all existing inventory but anything new will be more expensive.

 

I don't think this would be hard to implement, since the Foundry already changes things. You'd just have to make sure to remove or cause instances of nation requests involving these items to not pop up anymore.

 

Oh, and as for the scaling NFV bonuses? I think they should be tied to armor quality as well as visible bulkiness.

Body Armor gets the +2hp bonus standard for a total of +3hp

Carapace Armor gets a scaled +4hp bonus for a total of +8, but to offset the extreme HP bonus, cost increase as if you were actually carrying a NFV is actually tripled. This can be due to the costs associated with producing such thick padding with this high-cost material, making early construction of Carapace a priority as any future suits will be 60 monies more expensive down the line. Which further increases the importance of keeping your squad alive and not losing them to poor tactics and strategy. And I don't think that's a bad thing.

Skeleton Suits actually only gets a +1hp bonus, totaling out at +4, but due to increased machining to keep the weight down, the cost increase remains the same at an additional 20 monies for a new suit.

Titan Armor, likewise, only receives +1hp for a total of +11hp, but unlike the skeleton suit, this is more due to the armor's use of ultra-dense Alien Alloys for deflection as opposed to projectile/energy-absorbing padding, so the cost increase is halved to 10 monies.

Archangel Armor gets the standard +2hp (+10hp total), and standard cost (20 monies) increase due to a more extensive use of the lightweight fiber padding to reduce weight and facilitate flight.

Ghost Armor gets a +3hp bonus for a total of +9hp, and a doubled (40 monies) cost increase due to extensive, precision-placed padding to reduce weight and increase mobility while keeping the armor as quiet to wear as possible.

Psi Armor also gets a +3hp bonus with an exact +9hp total, and for many of the same reasons as above so the cost increase is likewise doubled at 40 monies.

 

As for SCOPE bonuses, they should be more dynamic as well as scaling, but unlike the armor cost increases should remain the same across the board at 20 monies.

First off, no pistols except for Plasma Pistols which are big enough to be SMGs, should get the standard +10 aim, +10% crit chance.

Second, all rifles should get a +15 aim bonus, +5% critcal bonus after the relevant follow-up Foundry Project.

Shotguns get only a +5 aim bonus, but they do get a whopping +25% crit chance bonus.

Sniper Rifles get a +25 aim bonus, but do not benefit from the Improved S.C.O.P.E Foundry Project. Why? Because the Sniper's own training more than his weapon confers the chances he's going to strike something soft. Whether or not the sniper will shoot a Berzerker in its eye piece, turning its brain to steaming offal with a plasma bolt is up to him. Not his already deadly-accurate weapon.

LMGs should get the standard +10 aim and +10% crit chance bonus.

 

Think it's worth doing? I hope I've flesh the idea out enough.

Edited by TrollofReason
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The whole "inventory" system looks indeed quite pitiful, but on the other hand it’s a simply balanced system for either more hit chance, more hp, healing, or destruction.

In my own mod, I’ve also moved the Arc Thrower to the sidearm slot because this item is something what can be often a total waste in missions if you don’t need to capture aliens, while the other features (hit chance, hp, etc.) are typically useful all the time.

 

What I find ridiculous is that my medics with medkit are typically killed more often than any other class which typically wear vets or plating. AFAIR there is an AI behavoir code that makes aliens keeping targeting the weakest enemy, in particular used on the high difficulty levels.

 

Troll, I recommend starting to mod the game yourself with the mod patcher here. Or take whatever other mod found on Nexus and modify its DefaultGameCore file. It's not that hard, really, if you only edit this core file. It's a lot more satisfying than just hoping that someone else realizes your own ideas one day (what will usually not happen anyway, trust me on this).

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Troll, I recommend starting to mod the game yourself with the mod patcher here. Or take whatever other mod found on Nexus and modify its DefaultGameCore file. It's not that hard, really, if you only edit this core file. It's a lot more satisfying than just hoping that someone else realizes your own ideas one day (what will usually not happen anyway, trust me on this).

 

I'll look into that, and I'm hoping that you're right in that it won't be so bad. I mean, if I can get the game to work smoothly on my old XP clunker, then... I just hope I'm not too tech inept for this.

 

Still, one can hold out hope that some enterprising, and far more skillful user will see this and go, "This is a good idea, and it'll be easy!"

Edited by TrollofReason
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As for scopes - I also find it annoying that it takes inventory space etc.

I just had an idea - how about creating a mod where:

1. Soldiers (and aliens) would have better aiming skill from the start + receive bonuses depending on their class

2. Tie additional aim / crit bonuses with the weapon as well - so sniper rife has better bonuses while assault/shotguns etc - have lower (or 0 bonueses)

 

Then we do not need the scope at all... Obviosulsy the foundry upgrade project would be less relevant and does not need to be taken. Or their cost can be made prohibitive...

 

I am just wondering how it would affect the overall game balance... Everything else should be rebalanced, but if done well, I think people could live w/o scope at all and that would give an extra inventory slot for platings / grenades etc...

 

What do you think?

Edited by Odie1974
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I’ve also given all weapons, except LMG ones which are fired unaimed, offense/aim and related crit bonuses and lowered aim progression per rank of soldier classes. The aliens got the same bonuses on their weapons with adjusted character base offense values.

 

I'd also like to see more weapon and armor upgrade foundry projects like the pistol ones. It's disappointing how few armors and weapons are in the game but upgrades could at least add more variants. What’s missing that the upgrade versions should have different pictures and models for more flair.

The SCOPE, for example, turns into a simple assault and sniper rifle upgrade not benefiting pistols at same time.

If you keep the bonuses small, it shouldn’t throw anything too much out of balance but simply adds a nicer upgrade feeling.

Edited by fys
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  • 3 weeks later...

I just downloaded the modding tool linked above, am going to work out how to use it, and begin work on my own mod as was suggested. I also have other ideas, and hopefully the tool provided to me will allow that to be realized.

 

In addition to the above, I also hope to implement:

Increasing the number of times an LMG-type weapon can be fired per turn, as well as increasing the number of times LMG-type weapons can be fired before a reload.

Removing the bulls*** to-aim penalties of certain enemies, and instead giving them soak modifiers, because heavy armor doesn't make you harder to hit, just harder to take down. Imagine hammering away and having 5 points of your damage with each hit do nothing against a Sectopod.

Giving the heavier types of armor their own default soak and anti-critical bonus.

Adding or enhancing natural aim-based defensive bonuses and more HP to certain enemies. I shouldn't laugh when I see a Crysalid, I SHOULD be crapping my pants even when I'm toting around plasma weapons.

Turning the Alloy Cannon into a 5th tier rifle-type weapon, because I find it hard to believe that no one in this day and age with any knowledge of history, science, or engineering hasn't heard of a Gauss field linear accelerator. Games should not try to pull off science fiction bulls*** by assuming that you, the player, are stupid. I hate that.

Getting all of this to balance itself out, for a richer, better, funner gaming experience.

Edited by TrollofReason
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Personally, I think there should be an option to upgrade Carapace Armor to standard issue similar to the way Plasma Grenades are handled.

I like the idea of permanently upgrading armor and weapons with the Scope and Nano-Fiber, but this would interfere with the flow of the tutorial, which requires that you build either the scope or the NFV, I forget which, either way, this is before the tutorial introduces the workshop.

Edited by Jeffman12
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Who mods their game and still plays the tutorial, letting Captain Cardigan force them into a serious botch-job?

 

I have my friends demo games they're interested in on my computer, furthermore some of my friends don't actually own a computer of their own.

 

Besides, part of responsible modding is making something that'll work smoothly without complications. For instance, when I look for a mod that adds second wave, I look for one that's idiot proof, not one where the modder says "if it breaks, blame firaxis." The least one could do in this instance is document incompatibilities, not just shrug them off as someone else's problem.

Edited by Jeffman12
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