Any help on how to change mission parameters, specifically for SmashNGrab?
Posted: Fri Jun 30, 2017 8:35 am
Trying to change the one cache per unit permanently thing. Was thinking it could potentially be better like this:
1. Stealth method
a. Can only carry 1, but has the ability to drop the cache> when avenger lifts off, all caches within the zone will be counted as picked up.
b. picking up caches does not break stealth.
An easier way around it would be to make the caches be counted as NPC units that can be picked up, just with no animation, then using the existing pick up/drop off command for hostile NPCs to carry it around and the lift off command for allied npcs/players when the cache is in the zone.
2. Carry everything, but incur significant movement penalties for every additional one (until you can't move, which means there's still a cap)
eg. -2 mobility for 2nd, -4 for 3rd, -5 for 4th = collectively -11 for carrying 4 caches.
Thinking of new ways to play the mission, instead of just sending big squads and wiping things fast...I know it's kind of the reason why it's called smash and grab, but i'm thinking of other ways this mission type can be used..!
First method will feel so good with the reapers and shadow stealth, imagine bypassing the patrols, sniping the guards at the entrance, breaking in and getting out without breaking stealth. This means smaller squads can do this mission as well!
I'm super new to modding, only ever edited number values in .inis before in xcom1, and this seems like a pretty massive change to implement. Hence the title, 'cause i've never modded much before. Any thoughts, people?
1. Stealth method
a. Can only carry 1, but has the ability to drop the cache> when avenger lifts off, all caches within the zone will be counted as picked up.
b. picking up caches does not break stealth.
An easier way around it would be to make the caches be counted as NPC units that can be picked up, just with no animation, then using the existing pick up/drop off command for hostile NPCs to carry it around and the lift off command for allied npcs/players when the cache is in the zone.
2. Carry everything, but incur significant movement penalties for every additional one (until you can't move, which means there's still a cap)
eg. -2 mobility for 2nd, -4 for 3rd, -5 for 4th = collectively -11 for carrying 4 caches.
Thinking of new ways to play the mission, instead of just sending big squads and wiping things fast...I know it's kind of the reason why it's called smash and grab, but i'm thinking of other ways this mission type can be used..!
First method will feel so good with the reapers and shadow stealth, imagine bypassing the patrols, sniping the guards at the entrance, breaking in and getting out without breaking stealth. This means smaller squads can do this mission as well!
I'm super new to modding, only ever edited number values in .inis before in xcom1, and this seems like a pretty massive change to implement. Hence the title, 'cause i've never modded much before. Any thoughts, people?