Excellent work NKF - thank you!
Can I make some suggestions:
- Say how much of this applies to Alien Grenades and HE Packs (all of it I think).
- Make explicit that keeping an armed grenade in inventory/hand/whatever does not delay the turn on which it will explode
- Stress that BOTH conditions must be true for a grenade to explode
- Mention kneeling as a way of throwing grenades in hard situations eg out of a Skyranger
- Link to destroying terrain
- Link to tactics eg using grenades vs terror units.
I was thinking about anti-grenade tactics - do Aliens ever set grenade timers for anything less than 0? So is it possible to pick up an armed alien grenade thrown by the AI?
Maybe add a section on whether a destroyed grenade explodes? This isn't apocalypse after all and chain-reaction grenades aren't going to occur... MagicJuggler 10:46, 30 July 2008 (PDT)
- There's plenty of room for expansion of this article. I'll make a short section on that - although all the particulars on item destruction in general are covered in one of the other sections. Will have to remember to link to it once I come across it. - NKF 14:02, 1 August 2008 (PDT)
- Considering I personally researched and wrote the TFTD Item Destruction Table page, I wasn't sure if linking you to it counted as being self-centered or shameless plugging. So I let you decide. :) Arrow Quivershaft 18:23, 1 August 2008 (PDT)
Due to the odd behaviour of the 20 Armed Proximity Mine flags that govern whether a proximity mine is live or otherwise, a mine that gets destroyed will not clear their armed flag. This has the possibility of passing the armed status onto another object during the battle.
If this flag is not cleared, be extra wary as any item in the battlescape that is on the ground could explode on your approach, with the explosive force of the item's strength (where applicable).
--> Does strength here mean attack power for weapons, or does it refer to armor/ durability? ... I'm suddenly intrigued by the thought of turning a Disrupter Ammo into a prox mine... Jasonred 04:04, 18 March 2009 (EDT)
- As I understand it, it means that any explosive device that gets the Prox Mine flag will detonate with it's own normal explosive power, instead of that of the Prox mine. This would, of course, be devastating if a Blaster Bomb sitting on the equipment pile in the Skyranger caught the Prox Mine flag... Arrow Quivershaft 05:40, 18 March 2009 (EDT)
Especially if your rear commander was kneeling on it performing long range bombardment? ... then again, you'd be ok as long as no one moved and set it off... hmmm... worse case scenario is that you decide to retreat from the battlefield and as your troops start to pile into the skyranger... then again, equipment pile is on level 2, so it should only kill the 1 trooper who was climbing the stairs... hmmm... How about when non-explosives detonate?