Hi SF fans. I'm looking to add "unit skills" to the game. For example, a medic will be able to heal other units; an engineer will be able to repair computers. Before I start work, has anyone got any suggestions for any other skills that could be added?
Posted by SteveSmith 10 years ago [Login to reply]
Great to hear, now when you are on it, could you look at solid walls and destructible walls together in one map, and a updated level editor... :)
That's a good idea, I'll add that one too. Nice simple skills will work best rather than turning a unit into a superhero. :) There should be a release later this week with this new feature.
Posted by SteveSmith 10 years ago [Login to reply]
And what about hiding objects and maybe soldiers? Hiding sterner would make his life easier causing unbalanced game experience.
I remember the original Laser Squad you could hide grenades in flowerpots. Used to play against my brother and he never knew you could do that. Loved it when he would say, 'shit! another flowerpot just exploded and killed my man.' I would try my best not to laugh. :D
Posted by SteveSmith 10 years ago [Login to reply]
I like the idea of a Sapper/Combat Engineer unit for selected missions with unique skill and tools/weapons. Maybe laying small explosive booby traps which kill/damage enemy units when walked on/nearby. Setting Semtex timed explosives which can be hidden. Or setting off bombs remotely in the current turn. Other skills could include building or dismantling structures. Small scale barriers/baricades using sandbags or barbed wire to temporarily defend a corridor etc. Probably too complicated to create and not suited to every mission but I like the idea of this unit whose main role is to support combat strategy and only fights when freed from the tasks or when needed.
I like the idea of diffusing a grenade, but is a bit to specific for a single unit? Maybe all units should be able to do it, at a high AP cost.
Posted by SteveSmith 10 years ago [Login to reply]
I've just released a new version of SF with Medic and Stealth unit skills. They are displayed in the HUD if a unit has them. It might take a few hours for it to filter through Google Play. Let me know how you get on!
Posted by SteveSmith 10 years ago [Login to reply]
I just had my first turn with the new units. Pretty cool so far. I like the medic as I hardly ever use medi packs. I've given the stealth unit a job to do already. Paasque watch out!
Maybe, or maybe the aliens (and zombies) could have their own set of skills?
Posted by SteveSmith 10 years ago [Login to reply]
That would interesting too. I always like your Impregantor mission with the ability to reproduce and the egg laying mission, Alien Colony I think? I would love to play more reproducing alien missions. I also sometimes wished an alien unit could kill another or self explode to destroy walls. Maybe the Queen could spit acid short range, say 7 squares?
I got a question about the medic, Steve. I healed an injured unit and the health increased a bit but next turn was back in the red. The medic had full AP available to heal. There was a message saying the unity was full healed but he was still beat up with low hp's despite repeated attempts to heal the unit.
@Petermock, looks like you've found a small bug. It doesn't immediately save the healed unit's stats after healing. If the unit does anything else after being healed, like move or turn, there won't be a problem, but if the turn ends before they do anything, their health is returned to what it was. I'll do an update soon.
Posted by SteveSmith 10 years ago [Login to reply]
Thanks! I thought I was going mad. Yes my injured unit was stationary. Despite the small teething problem the new unit skills are a great.
@FoN - Medics can only heal units up to half their health. There will be a better message and a manual entry in the next version.
@Paasque - No, not at the moment.
Posted by SteveSmith 10 years ago [Login to reply]
I was thinking perhaps a sniper who has an increased percentage on accuracy fire either with all weapons or maybe just the sniper rifle and/or Las-rifle.
The two things I noticed when first playing was the lack of a burst fire option although after playing for a while didn't see it as being necessary however; a shotgun which was available in the original Laser Squad. That would be a nice addition with high power but limited range.
Maybe a Tank class that generally has above average health (maybe 2 or 3 pistol shots more than usual) if there was a shottie so they can rush the enemy.
@Xeno, I think currently most units are pretty much always accurate with the sniper rifle, so I don't think it would add much. A weapon with a wide shot range might be a good idea though.
@Meathir, a bit like the sniper skill, a tank class is pretty much already catered for with super-heavy armour and a few medikits.
Posted by SteveSmith 10 years ago [Login to reply]
a new weapon with a wide skot range, could be the flamethrower, right now its a poor weapon.
I like the shotgun idea. Though Paasque is right about the flamethrower being too feeble. I would like both a shotgun short range weapon and an improved beefed up truly destructive flamethrower. Maybe the shotgun could shoot doors to pieces after several shots?