Difference between revisions of "User talk:Sfnhltb"

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==Technology Trees==
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== Wikiee ==
Here are sequences of research topics needed to unlock all the technologies in the game.
 
  
Research time is given in total Scientist Man Days (MDs) and average days needed for one Laboratory (50 Scientists) to gain the technology and all prerequisites listed.  Two Laboratories (100 Scientists) will take approximately half as long. The listed times are averages: actual research times will take between 0.5 and 1.5 times as long (see [[#Research time: notes]] for more details).
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You're clearly an experienced wiki editor, so out of curiousity, I looked up your username on Wikipedia.  I was amused to find we've both edited the ''Phoenix Command'' article (I'm the IP at the top, and in the spirit of full disclosure, Father Goose when logged in).--[[User:Ethereal Cereal|Ethereal Cereal]] 21:10, 3 March 2007 (PST)
  
=== Laser Weapons ===
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:Ah yeah, I still have a complete set of the manuals for that, but havent played in years now. Great game system, we used to have a lot of fun with it. --[[User:Sfnhltb|Sfnhltb]] 21:37, 3 March 2007 (PST)
Personal Laser weapons have the unique ability that the do not require ammo, and can therefore be useful throughout the entire game although their comparative lack of power may limit their value as the game progresses.
 
  
Laser Weapons  (50 MDs/1.0 day)
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==Concept for front page rearrangement==
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[[Laser Pistol]]<sup>1</sup> (150 MDs/3.0 days)
 
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[[Laser Rifle]]<sup>2</sup> (450MDs/9.0 days)
 
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[[Heavy Laser]] (910MDs/18.2 days)   
 
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[[Laser Cannon]]<sup>3</sup> (1330MDs/26.6 days) includes [[Tank/Laser_Cannon]]
 
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[[Laser Defences|Laser Defense]] (1840MDs/36.8 days)
 
  
<sup>1</sup>An option which should not be overlooked.  Researched extremely quickly, 53% more damaging than than a basic [[Rifle]], one-handed, can be manufactured for [[Manufacturing Profitability|profit]].  Good for covering the span before you get Laser Rifles or Plasma weapons.
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*Move Battlescape to the second column,
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*switch all the second column to the first,
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*rename Logistics to X-COM and put it above the alien section.
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*Add an X-COM Base article to be included in the X-COM section, possibly sit it above soldiers, craft, manufacturing etc
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*Create a low level how-to of research, similar to the [[Manufacturing]] topic that covers the basics, maybe steal and/or copy some of the low level stuff from the existing research topic
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*Move economics to the first column under X-COM as well
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*Maybe cut down the intro text, (move it elsewhere?) so that more of the contents is seen without scrolling down. Besides if the aliens started appearing in 1999, why did they form lots of organisations to fight them in 1998?
  
<sup>2</sup>Respectable damage, no ammo required. A good alternative to [[Heavy Plasma]] for some of your troops.
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Idea behind this being the first two columns explain the two main areas of the game and their subforms at a basic level, the third column is intermediate level in complexity, and the final column is for the deeper stuff. Fairly similar to how it is now, but just making the split between geoscape and battlescape to make for a clearer split.
  
<sup>3</sup>A poor Craft weapon, but the most [[Manufacturing Profitability|profitable]] item in the gameCompleting this research topic also permits you to build [[Tank/Laser Cannon]]s, which have a much more powerful weapon than Cannon and Rocket tanks, and are effective against several dangerous units, particularly [[Sectopod]]s.
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:All sounds good to me.  Research should be moved to under X-COM as well.  And I'll fold "Research Tips" into Research in the near future.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:04, 5 March 2007 (PST)
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::I see no problems with any of the suggested changes. We keep changing the layout from time to time, and if it allows for better organisation, go for it. I've been wondering if something should be done about the title image though. Either scaling it down a bit or perhaps putting up something else.  
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::As for the intro: I believe it's the other way around. The aliens were known before 1999, X-com itself was only formed in 1999 after several failed attempts by others. Or somesuch. -[[User:NKF|NKF]]
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==ToDo==
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*Create [[Manufacture]]d Item template, apply it to each item applicable
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*Research available from each [[Alien Rank]]
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*Check up the entire second ([[Battlescape]]) column articles for standardisation
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*Check up the entire third (Strategy) column articles for standardisation
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*Check up the entire third (Technical) column articles for standardisation
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*Alien stats template (one for terrorists, one for other races maybe?)
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*Get each of the icon images on the [[Geoscape]] and add to the specific page to show what they look like on the world view

Latest revision as of 03:55, 8 March 2007

Wikiee

You're clearly an experienced wiki editor, so out of curiousity, I looked up your username on Wikipedia. I was amused to find we've both edited the Phoenix Command article (I'm the IP at the top, and in the spirit of full disclosure, Father Goose when logged in).--Ethereal Cereal 21:10, 3 March 2007 (PST)

Ah yeah, I still have a complete set of the manuals for that, but havent played in years now. Great game system, we used to have a lot of fun with it. --Sfnhltb 21:37, 3 March 2007 (PST)

Concept for front page rearrangement

  • Move Battlescape to the second column,
  • switch all the second column to the first,
  • rename Logistics to X-COM and put it above the alien section.
  • Add an X-COM Base article to be included in the X-COM section, possibly sit it above soldiers, craft, manufacturing etc
  • Create a low level how-to of research, similar to the Manufacturing topic that covers the basics, maybe steal and/or copy some of the low level stuff from the existing research topic
  • Move economics to the first column under X-COM as well
  • Maybe cut down the intro text, (move it elsewhere?) so that more of the contents is seen without scrolling down. Besides if the aliens started appearing in 1999, why did they form lots of organisations to fight them in 1998?

Idea behind this being the first two columns explain the two main areas of the game and their subforms at a basic level, the third column is intermediate level in complexity, and the final column is for the deeper stuff. Fairly similar to how it is now, but just making the split between geoscape and battlescape to make for a clearer split.

All sounds good to me. Research should be moved to under X-COM as well. And I'll fold "Research Tips" into Research in the near future.--Ethereal Cereal 01:04, 5 March 2007 (PST)
I see no problems with any of the suggested changes. We keep changing the layout from time to time, and if it allows for better organisation, go for it. I've been wondering if something should be done about the title image though. Either scaling it down a bit or perhaps putting up something else.
As for the intro: I believe it's the other way around. The aliens were known before 1999, X-com itself was only formed in 1999 after several failed attempts by others. Or somesuch. -NKF

ToDo

  • Create Manufactured Item template, apply it to each item applicable
  • Research available from each Alien Rank
  • Check up the entire second (Battlescape) column articles for standardisation
  • Check up the entire third (Strategy) column articles for standardisation
  • Check up the entire third (Technical) column articles for standardisation
  • Alien stats template (one for terrorists, one for other races maybe?)
  • Get each of the icon images on the Geoscape and add to the specific page to show what they look like on the world view