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Complete Task: Can you destroy UFO components in battle?

Discussion in 'Data' started by Istrebitel, Apr 9, 2017.

  1. Istrebitel

    Istrebitel Well-Known Member Official Developer Administrator
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    Captured UFOs give vehicle weapons and equipment. Question is: can this equipment be destroyed like X-Com 1/2? If no - great, we don't have to implement anything. If yes, then how does the game determine whether equipment is lost? Destroy a certain map part, or all map parts of the equipment? What is considered part of what equipment?
     
  2. darkestaxe

    darkestaxe Registered
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    This is from memory, but no. Destroying anything in the UFO did not affect UFO craft equipment recovery. Those green things that look like craft-mount disrupters are just cardboard or something.
     
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  3. JonnyH

    JonnyH Well-Known Member Official Developer Administrator
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    Especially as you have shields/disruptors/cloaking devices visible in the battle that don't actually exist - as in you don't get them from that type of ufo
     
  4. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator
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    This... sucks. :p

    A big hole in the design IMO. At least please allow modding in equipment destruction. Why would this game lack important features that the first X-Com had?
     
  5. darkestaxe

    darkestaxe Registered
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    Agreed! Modders would have to create tilesets that match proper UFO recoveries, but they might do just that.
     
  6. Istrebitel

    Istrebitel Well-Known Member Official Developer Administrator
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    Can anyone please confirm this? Like, mod a 1000 damage weapon, and destroy every piece of a specific type of equipment (like, beam weapons) and then see if it's recovered?
     
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  7. FilmBoy84

    FilmBoy84 Well-Known Member Tester Researcher
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    OK, i have a response from playing the original DEMO and Beta here.
    I can remember being incredibly frustrated that in the beta that battlescape damage DID correlate to what was recovered when returning to the cityscape and that by official release this feature no longer worked.

    In 1999 i contacted the Gollop's directly asking why this had happened; the response was that there was too much work involved completing the feature and that all the calculations required to map damage in the battlescape to the recovery of craft components did not justify the effort required before release. Julian did state however that he would have liked more time to "finish" apocalypse but the corporate demands of Microprose, and the public for a sequel, did not allow for this.

    So, to summarise, the action on the Battlescape SHOULD map to what happens after the mission, however because this feature never made it out of Beta, the vanilla version of Apocalypse does not have a complete framework for calculating combat damage and therefore this does not work

    I would love to see the feature work in Apocalypse (as it does in UFO/TFTD) but accepting that even the Gollop's were never allowed to iron out all the beta bugs it is really up to the OpenApoc devs if they want to include it. We just know that Apocalypse was meant to have this feature and that it did appear in the Beta.

    Here's a beta screen showing the briefing that warned of the link between battlescape damage and the effect on both organisations and equipment recovered.

    tacp_000.png
     
    Last edited by a moderator: Oct 24, 2017
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  8. makus

    makus Designer, forum admin Administrator Designer/Artist
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    me 2 vote for make that in openapoc)
     
    Last edited: Oct 21, 2017

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