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About Jean-Luc

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  • Birthday 03/12/1985

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  1. Tbh with only one, "full", base extensive base building doesn't really matter. Nostalgia aside, beyond placing the hangars defensively, the grid based base building in X-Com was pretty much inconsequential. In NuCom Firaxis "expanded" it via base tetris based around adjacencies and steam vents which can hardly be called compelling. The real allure of bases was on the strategic, planetary, level. With only one it might as well be slots, it really doesn't matter except on an illusory psychological level which deludes one into thinking there was ever any depth to it. For base building to be truly relevant it'd need to be a lot more detailed with individual placements of defensive elements like reinforced doors, cameras, turrets, guard rooms with defensive drones/robots, alien AI that destroys equipment, steals data and plants explosives and makes base defense less of a binary, kill or be killed game but rather how much damage you take and long term consequences with granular results requiring a proactive defense instead of just camping in any one room. It'd need to be detailed and a game of its own almost.
  2. "Only through inner peace can outward conflict be resolved." \(-_-)/ Like how the game's shaping up. Animations feel smooth, aliens look quite nice, overall familiar but better. Performance is good, no crashing, survivors attain Nirvana.
  3. Seems like a "modest" amount, hope he's found enough capital elsewhere. Fig seems a bit risky too. It can work well for famous devs and established brands but the irony here is that while X-Com is well known Gollop's probably not so much and the game is a new IP, no X-Com name to call upon. Maybe he's hoping Fig will draw some actual investors with significant funds.
  4. Survey results and some thoughts from Gollop. Could also be interesting to other people working on similar games. This is from the newsletter.
  5. We'll be fine as long as Pancakes is there to motivate us. High hopes for this game. Hope Gollop can secure the funding he needs.
  6. I used to have a thread about it but it seems to have not survived the forum migration. In any case there's a bit of news. A short teaser: And a survey to fill out regarding game feature priorities: Some older links. Official site (not much to see but you can subscribe to the newsletter): Basic early info: Early screenshots and concept art:
  7. Enjoying this one a lot now that it's out of EA.
  8. There was a rocket rifle in Jagged Alliance 2: There's also something similar being developed apparently:
  9. ...we gave shotguns to riflemen so they could switch to them for breaches and rifles to snipers so they have more flexibility and stun batons, pistols and grenades to shield guys to maximize their one-handed functionality and it was all tweaked depending on their strength scores and action points. Seriously, I don't know. Having a secondary weapon slot at least would be nice but the slot system looks like it would no longer use strength to determine carrying capacity in which case there would be no drawbacks which would eliminate choice. It would always be better to bring a second weapon. I'm not too fond of proposed firaxization but it's not a deal breaker. I mean there's nothing there so egregious that would make the system not work. Just remember that you can't compete with Firaxis in terms of production value and brand. If you stray too far in their territory gameplay-wise and lose the X-Com crowd the XCOM masses won't flock to Xenonauts to replace it. I don't mean it as a passive-aggressive remark, it's something to genuinely consider imho.
  10. I have to say I like the organic feel of the real time geoscape where some decisions take weeks to come to fruition while other tense moments are determined in seconds like interceptors running out of fuel or trying to catch a terror ship before it lands or dropships rushing to a hotspot or landed ufo. If anything I'd like to see that aspect of it enhanced. Trying to simulate it in a turn based system would not cut it imo, it'd be like eating a soy burger instead of the the juicy, rare steak you wanted. I know game development is hard and if you need turn based to get all the systems working together and what not go for it but given a choice my vote definitely goes toward real time.
  11. One potential problem I see with perks is that it could become very annoying to keep track of which tasks each individual soldier needs to accomplish to unlock another perk. Ideally I think the old system would work well with "skills" being relegated to equipment rather than level ups though I'm not against perks barring the issue mentioned above.
  12. While I agree with that philosophy I think risking self inflicted mind control in addition to aliens themselves mind controlling you will simply lead most people to skip psionics altogether. Unless you mean to not have alien inflicted MC anymore. You could have psionic backlash that damages/stuns the human psion or a bravery penalty due to psionic humans being mentally unstable. Something that introduces risk without totally screwing you over because of a bad dice roll.
  13. Nice to hear. You've kinda been having bad luck with "other party" announcements. First XCOM popped up soon after the Xenonauts kickstarter and now Phoenix Point. I do think this next KS will need more of a build up (which you seemed to have planned for) since people aren't as X-Com starved today as they were 3-4 years ago. Having something substantial to show will definitely help be required.
  14. XCE does have an exhausting change log but it can be daunting for a new player to find and make sense of it. Pointing out major changes is useful. Explosives not always doing over-damage and slower interceptor patrol speed (and lower fuel consumption) are among the significant yet probably overlooked changes imo.
  15. There've been changes to psi too, right? It's nice to have this clearly listed.