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Adrian

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  1. Xenonauts: The Thing expansion pack. You start with 12 men. 10 are scientists or engineers, one is the pilot for your single chopper, one is the guy with the only gun. One, or all of them are the thing. No saving allowed.
  2. One of the tracks in the original UFO used to remind me of the score from The Thing. Something about it. The snowjacket guy looks the part for sure.
  3. Looking forward to this, should I be reading this ahead of playing the game? (I'm avoiding playing any more of the alpha so as not to spoil the full game for myself)
  4. I'd propose keeping it simple. A recruit rank for new, unexperienced men, the rookie of the original game. Then, like X-Com, combat experience would give them a promotion. Anything after that is pyramidal and based on numbers with promotions only made as an opening occurs. An interesting addition would be to allow the player to choose who fills that slot. So, for instance, when you get in new recruits you are alerted by the game that promotions are available, a promotion button will appear over their stats which you press to move them onto the next rank. I'd propose you don't use corporal as the title for the rank after a basic recruit as it implies some level of command whereas the promotion to this rank denotes combat experience. This way you can have a squad of hardened veterans without all of them being commanders. If you want to give the impression that these recruits are soldiers who have already distinguished themselves I wouldn't use Private or Corporal as ranks. I would use Recruit and Xenonaught. A Xenonaught being someone who has proved themself in combat and are a respected part of the team.
  5. I noticed the autopsy text for [sebillans I think] had a comparison with another alien race that I hadn't encountered yet. The autopsy text should only tell you about the particular alien you've found to avoid this. I'm sure it'll be fixed in the final version, but I just wanted to point out this little irregularity in the research text. If the game is going to be different each time and expose you to different races at different times the research text can't make assumptions about what I know. On that point, if I remember correctly, it would say 'alien corpse' as opposed to sectoid, snakeman etc. You had to do the research for the corpses to have the name of the race. Would this be difficult to implement in Xenonaughts?
  6. You could argue they needed to ditch the guns to allow extra range/speed.
  7. How about police/swat showing up in missions doing their own thing? The sprites wouldn't need work as the basic blue looks right. Extra police/civilian weapons for flavour. A police revolver would be essentially the same as the pistol but with a 6 round capacity. The animation would be the same as the regular pistol. It wouldn't ruin game balance as it wouldn't be a weapon you would equip your own men with, just one that could be picked up in battle from a dead police officer. All that would be needed, unless I'm missing something, is a weapon picture. The same thing could be done for a hunting shotgun or a rifle.
  8. Actually seeing the C-130 on the map was a joy, didn't realise they could be shot down
  9. As someone new to the game I think the new air combat is excellent as it is. Anything additional should be secondary to the ground combat. Maybe later enhancements to the game could have pilots in the landing craft and running around in a panic in base defence missions. Rescuing downed pilots in the UFO:xxxxx games was just a pain, particularly as team space was limited.
  10. Various levels of damage, also affecting what you could salvage, would be a plus. It's something I liked about the original.
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