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About raziel1981

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  • Birthday 09/15/1981


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    Beer-Sheva, Israel
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    Chemistry Grad. Student
  1. doesn't mean they can't restart in a hi-sci-fi setting ? plus i can still think of several weapons used nowadays that still require 2 people and more to activate (several anti-tank missles like TOW for instance or .50 cal MG ? mortar bombs (We REALLY need those in X2)?
  2. in general agree with SQW here - a minor feature that won't add that much to the actual game. I think Long War 2 has something of that sort modded into XCOM 2 and that's where this sort of thing fits - as a mod. Not worth wasting time and effort into the actual game design as is currently described.
  3. intriguing idea and take on Psionics...definitely in favor of this. Another option is that the soldier becomes catatonic under a certain probability for the duration of the battle or terminally if a certain set of circumstances occurs (say it meets a praetor that takes advantage of their psionic condition to drive them mad). That soldier you invested hours and hours of honing into a perfect Magi hunter killer? Gone insane forever by a prateor in late game - "that's Xenonauts for you baby!"
  4. Sheer. rampant, HERESY seriously, no don't do this, their are few things i loved as much as base building, actually i'd go at it from another angle - make base building more interesting/engaging, find a way to make those satellite bases more useful. For instance - more bases, more intel, new missions types that open up which may allow more specialized tasks like abducting alien leaders and then dragging them into interrogation or taking out alien "pawns" or countering alien attempts at taking control of neutral/xenonaut pawns? could seamlessly join the shadow war concept that you mentioned.
  5. i think that this could turn the game overly repetitive and quite dull for a second playthrough since you'd know after the first time exactly what is going to happen. I think that the classic "research unlocks plot" model would work better here, plus it does seem to me like a dangerous leap away from the traditional X-Com mechanics. But maybe that's just me being conservative in my gaming preferences.
  6. in general, sounds like a solid idea, although i do enjoy full out zoo in XCOM 2 .especially with the codex in the mix
  7. a great part of the tension in X-Com was the real time geo...and yes it does sound a lot like Risk which while I do appreciate as a game, is not the kind of experience i'd be interested in X2 or any other X-Com flavored game
  8. i'd make the ops' officer a lady, would be a very colorful splash to the canonical boredom of tactical games' characters lineup plus, why not have a diplomat dealing with the different nations world wide? someone has to be taking the heat directly from the embassadors/country reps...and they put the heat on you. Many interesting characters possible here - someone super grey that no one would ever imagine taking a role in a top secret agency but is an exceptionally passionate spokesperson for Xenonauts or a cunning strategist that blackmails/manipulates/solicits support in anyway necessary
  9. i like this idea very much, makes a lot of sense and adds war-like scale to the game
  10. Psyon drones - how about illusions/phantom clones that they can project in combat (before you actually encounter them on the battle field) ? Then you have a guessing game of which is which . Would be a real fun way to seed confusion in your ranks. Sebs - love the concept, but like you said, you gotta be careful with the prone state or else they would become a huge pain in the butt to deal with Wraiths - what about phase-shifting? walking through walls and such? seems like a good fit for them Reapers - don't see a point in changing anything with those besides what you mentioned yourself Androns - the rotation limit makes little sense to me. Why not have them have an alt mode when they deploy a heavy gun? deploying takes 1-2 turns in which you don't react they can demolish your squad. Alternatively - self destruct, simple effective and works with the robot theme. Just think of the sheer panic when facing a non-stopping bomb marching towards you
  11. well i still don't see a reason why you can't have workshops while merging the tech trees, every decent campus has workshops. merge the tech trees and requiire production to be made in the workshops, couldn't be easier ? plus you can always think of lab/workshop addons
  12. all in all sounds good to me and that was definitely a flaw in X1's design
  13. i agree with your logic Chris on this, although with a lot of regrets. I loved the veichles in X1 and X-COMs but admittedly stopped using them in X1 around midgame (4 soldiers vs 1 tank are obvious preferable due to exp and rank gaining). Still even with such a limitation - their are alternatives such as exo suits, human sized mechs (they actually intend on using something like that in the international space station as an engineer's avatar on board as well as in some nuclear reactors in japan in high rad regions/leakage). And speaking of drones - their is the currently developed "drone swarm" concept, so you could essentially have multiple single tile vehicles that behave as a single entity. Although that may prove to be challenging in terms of path finding algorithms. Still...just a thought
  14. big thumbs up on this one, all i have to say
  15. interesting idea in terms of making the choice of advanced weapons more engaging but i'd approach it from a different angle - deploying a laser mini gun or plasma rocket launchers requires a considerable amount of TUs from a crew of two soldiers , say one of them carries the mounting gear of the weapon and the other carries the barrel (as happens irl with heavy equipment in the military). So you'd "pay" for using these weapons in combat by immobilizing two soldiers to the task of deploying it for one turn and would also make the player favor considering such setups as stationary points and not as a single mobile soldier.