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MickeyC

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Everything posted by MickeyC

  1. Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... Build 8 ... waiting much ... ?
  2. Agreed, choosing the initial base layout would be good, but limiting the connectivity with adjacent rooms is unnecessary.
  3. I actually really like the sound of this. As you say Chris it would likely jar some people and may not be an exact fit to the feel of the game, but covert ops are a big part of the secret organisation thing, and certainly with in the time setting, so it does fit to a degree. I kind of hope this does make it in
  4. Do we though? Do we really know this didn't happen? Were you there? Did you see? erm ... sorry ... personally don't really see any need for this to be in a future setting. As Leto said, a past setting hasn't really been done before, so it is a refreshing change to the seeming obsession of game devs to make sci-fi games in the future - there is no need for it with a game like this one
  5. Not a bad idea imperialus, having separate tracks for COs and NCOs could be good
  6. Nice ... wonder if it would be any auto lose if more than X % of the world became irradiated ...
  7. hmmm, not sure having names in the release is really much of a bonus, since you can change names anyway can't you? might be nice for some to think that random person on the other side of the world has a soldier with their name, but oh well, not sure where I am going with that. Let's just say I'm not a fan of that bonus - but I could just opt out if I wanted to I suppose
  8. Fair enough, Sathra. I always had a standard trooper loadout and then knew who my others were and when someone died just rotated one of my experience people into that role and got new rooks as with the standard load as replacements, always worked well for me
  9. yeah not something I would push for. For myself I likely wouldn't even us it if it was there. Also I've never heard of someone changing a soldier name to reflect their role/weaponry ... If you can't remember who uses what then it seems to me that you aren't invested enough in your troops to care who uses what
  10. Though it certainly makes sense that there would be a larger known area, it doesn't fit with the style of gameplay. I'd be happy with an increase in the area around the Chinook that starts out as visible, but not a big difference. The whole enemy fire coming out of no-where was always an integral part of the gameplay of Xcom
  11. I can almost see it now ... no ... no ... noooooooooooooooooooooooo
  12. I like the idea of player controlled promotions, back with Xcom I remember always having the "Why was HE promoted?" moments. As for having a squad of all commanders etc, it may look odd and certainly is not realistic, but why should an equally experience soldier not gain the value of a promotion that really is earned...? One thought I am having now is if there is a capped system a la Xcom where you need X many soldiers altogether to have officers of given ranks, but let's say you have just jumped up enough troops to have a captain, but your two lieutenants are both equally qualified for the role, one becomes captain, the other becomes, I'm thinking First Lieutenant (but it's not good), just something to signify that they are next in line and gain a smaller stat bonus than a normal promotion - then for every promotion they might have received based on experience but don't because there aren't enough troops for another captain they get another small boost, and another marker against there rank to show they are still moving up ...? Would probably be quite difficult to implement, but could still allow you to have a squad of super-troopers that still adhere to nominal rank structure
  13. Agree with Sathra, it was only in Apocalypse that new items came in that weren't researched and built yourself
  14. I has two badges now ... trying to get rid of the standard one .., how did you do it Sathra?
  15. Looks good, Wolfpox. And Chris, certainly the Xenonauts would be more interested in battling than propaganda, but consider in game for every Xenonaut soldier you also have your scientists and engineers and pilots etc, then those that we never see mentioned in games like these, who cooks the meals, who pays the bills, who cleans the base, who does X, Y and Z? There is likely to be a PR team of some sort, that the player never needs to deal with, but would get some stuff out to the populace
  16. Sounds good, Chris, can't wait to get into the new build when it comes out
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