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About jeffQC1

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  1. I think they really need to put a demo for this to test it and make up our minds. Maybe a turn-based is better, but i'm not sure right now. I liked the real time geo even with its flaws.
  2. Quite franly, i don't like the idea of the geoscape being turn-based. I liked the flexibility, realism and real-time management of the invasion and interception. I don't see how a turn-based geoscape could really be much better than real-time. Its more immersive and also give a more spaces for futures features. Also the real-time give excellent contrast to the turn-based ground combat. I agree with all things Sheepy said.
  3. I would like a more clandestine type of mission, perhaps, with some kind of alien infiltrator just like Solver said. Or even a traitor of some sort, just like the guy that stole Intel in X1. I pretty much agree on eveything you said and also all ideas given by Solver. I feel like UFO crash sites missions should be a more rare, but more rewarding mission. Also, capturing fully intact landed UFO should have some sort of impact also, giving much more rewards perhaps. Also, landed UFO should be more difficult to balance the much higher reward, not only the crew is fully operationnal, but UFO should have defenses systems, booby traps, sensors, door locking unadvertly to trap peoples and ambush, turrets, etc...
  4. First - Hello! And also first topic. I want to share my idea for a inventory system for xenonauts 2. Xenonauts 1 currently have a basic system with a small belt and a big main backpack. Right now, there is no point really to place an item on the belt rather than the backpack, neither the armor we wear have any impact on the space we have. In my idea of Xenonauts 2 Inventory, storage should be a tied function for the armor. So you could choose either an heavy, medium or light armor per say and each will have its available space to be used. I see 3 main spaces that can be used: The belt would allow very fast and easy access (meaning low TU cost), perfect for fast use of secondary weapons like pistols and grenades or any other gadget used a the discretion of the player. However, its small room means only a few things can be placed on it and also, only small and compact equipement could be placed on it. The Webbing (or tactical vest) would have moderate all-around storage and TU use. Perfect for some secondary weapons, main storage for weapons mags, medikits, etc... The backpack would be the largest inventory, being able to store the biggest items like shields and heavy weapons. But it would also have the highest cost in TU to access the backpack. Some armor would not have the backpack available, for example, predator armor and others heavy or specials armors. So placing carefully your equipement could actually be much more meaningful and also would lead to more tactical choices. Example: i can store my M-16 mags on my belt for fast reload, but i would lose the space for a handgun or a medikit. Another example: Belt reload of a M-16 = 10 TU, Vest = 15 TU, backpack = 20 TU.
  5. Scientist-only based research and crafting would be great. But i still want to see individual assignement to research and manufacturing. (6 scientist does this, 5 other does another thing, etc...)
  6. The psyons: I like the idea of them being more either technical staff (Easy to kill and only armed with small alien pistols, not meant to be in combat) or squad-based just like you said with the drones. The thing about squad-based psyons units is that they can change roles and become more powerful as the invasion goes on. At the beginning, you have the pistols based squad just like you said. But they could evolve into more powerful and complex units, like having one drone with a LMG equivalent, two others with rifle and the officer with a battle rifle. They could actually have a similar equipement to the xenonauts, shields, medikits, etc... Sebillians: I like the idea of them not dying right away, but it would need some balance in my opinion: Critical shots could make them die right away (Headshot or really fatal organ shots of some sorts) and the regen should either make them get back up at the beginning of the alien turn with only half-life and half-TU OR only get up at the end of alien turn with full HP and TU. Reapers: Terror based abilities could be great. But i would make some changes on the one-shot attack, its really annoying that it completetly ignore armors. Also, zombies that get killed should give birth to a much weaker, stunned and pre-mature reaper (still very dangerous) instead of having a fully mature reaper whenever it get shot, even seconds after infection. This could be time-based: If killed in the same turn that it got infected, no reaper. From then, up to lets say 5 turns, if killed, it will give birth to a pre-mature reaper, weak and stunned, but more and more powerful as time pass, until fully grown. Wraiths: Just like said by drages, fade is cool, but teleportation would be great also. Androns: I see them with differents variants with each having is specific role along with the armor, weaponry and abilities based on this role. For example, destruction-based androns could have medium armor, with average weaponry (Let's say a rapid-fire plasma weapon with a grenade/rocket launcher.) Defense based Androns would have heavier armor with less mobility, but more tough and different weaponry. Lighter armored variants for assault-based missions, etc... I like the limited rotation and vulnerability on the rear.
  7. I like the squadron system. In fact, i really love the idea! One question: Do you have any plans for an XP system for airplanes? Or maybe even a Ace pilot system similar to Hearts of Iron 4: When you send your planes to combat, you have a random small chance of discovering an Ace in your squadron. Said Ace could be then affected in any squadron and give a small boost to all stats of the squadrons he is in.
  8. Alright, here is all my suggestions and ideas. 1. Stance system. Being able to stand up, crounch and even prone to a command would add a additionnal line of gameplay and tactical choices. Some armor, for example could cost more TU to crounch and prone than others. I am thinking about a movement system just like Silent Storm. In this game, people can move while staying crounched and prone, but cost a hell lot more TU. Crounch would be very useful for maximum cover and minimal exposure, at the cost of a high Tu usage and if behind certains type of cover, you could not fire directly in front of you. You could fire trough a fence, but not a rock 2. Explosives should be able to knock people off their feets. Some explosives would be much more efficient than others for this. The explosions itself would of course give some damage, but hitting some objects (Like a rock or a wall) or falling would also cause injuries. Peoples getting knocked back would turn into a rigid ragdoll state over a short distance and then either get back on their feets if they are still alive or stay on the ground stunned or injured. This is to adress the frigid reaction of people in the first xenonauts whenever they get into an explosion. 3. I am currently studying in 3D game animation. In my personnal opinion, you should have many animations depending on the situation of your soldier. A lightly equipped soldier will have a different stance and movements versus a heavily armored one. People should react and look around when they get fired upon. They should stand against objects when in cover. Whenever you see them in the barracks when you choose their equipements, they should stand around, check their guns and equipements. Depending on their morale and current events, they should look scared, happy, confident, sad, nervous, angry, etc... If they lose a fellow soldier, their expressions could change. If they have accomplished something great or have received new equipements, again, they get different expressions. 4. Make a personality randomly set to each soldier. Some people are serious, some are jokers and dick around, other are very focused on their missions, others are nervous and prudent, etc... Maybe i think too large, but i really like when everything have some life and they just not stand around like robots. This would only affect when you see them in the barracks, it would not have any influence on the field. 5. Better field view and zoom. I don't like the four directions only. Make it at least as an hexa, with 8 directions. Also, being able to zoom out and in would be great to see with more details. 6. External field assets. This could be given when you do some research and under certains conditions. For example, artillery call or even gunship support. Aliens could have similar things. And so much more... Your game have infinite potential. I really believe you can make one of the greatest xcom-like strategy-tactical game.
  9. Hello eveyone. I was intrigued how there is no credits (or maybe there is at the end of the game, but i'm too lazy to create a whole new game to find out) in the game. So for curiousity, i would like to know who is the team behind this fantastic game. Thank you!