thixotrop

Members
  • Content count

    493
  • Joined

  • Last visited

Community Reputation

12 Good

About thixotrop

  • Rank
    Captain

Converted

  • Location
    Germany

Recent Profile Visitors

2,993 profile views
  1. This sounds really good. I can imagine the Aliens start a counterattack through this gate once they be aware the Xenonauts using a Translocator. So you need to protect your Translocator room. And during a mission a second defend-mission starts in parallel. That might be a pinnacle moment during the game, with a somewhat devastating loss for your base/staff. It then demands more research to block the "beam-back" effect, like in Stargate with its return code. Or fortifications first or some other solution. Another layer of decisions...
  2. As far as I have know understood the Translocator. It needs a certain amount of energy to "beam" a package (team of living objects, equipment and other stuff) towards a certain location. And to beam back it requires also a certain amount of energy to "beam" everything back. In 1. you know what you beam and can somehow calculate the energy demand. In 2. your team might bring more back which is not calculatable at the translocator position as you don't know. So how to tackle 2.? Some ideas: You tell your team to not bring anything back, unless they have spend their ammo, leave own equipment behand or leave a lost a team member (hmm good morale impact). Ho the team will know what can be brought back is till a bit fuzzy to me, weight, size, metal amount, energy... You estimate a certain addon and transport that back. If your team does not have enough, rocks or some plants will come back with them or whatever is inside the transport zone. If they have too much, it will be tricky what the Transloctor will select to leave back. Maybe the right arm of your sniper? You give your team "markers" electronic devices or a coatting spray can of alien thingy so that the Translocator knows what to bring back. Still leaves the problem with too much to bring back. Your markers have been tested so far that they can somehow assess the mass/complexity/whatever of the marked thing so that the Translocator can adapt its energy to beam back. This means you will have a certain energy addon for the backtravel always prepared. Maybe the operator of the Translocator is then able to select what has to be left out nonetheless when too much is marked by your away-team. Energy limits can then be mitigated by sending fewer soldiers on this trip to be able to bring something back, or leave them so that they can be brought back the conventional way and are not active during this transport time. I know some ideas are not new here, just want to combine what I think will work under a fictional transportation method.
  3. Had two plays and loved it. I could successfully conquer the UFO in botch cases. No pictures this time, as there was no real new stuff to show. So funny to see this old UFO model, I know you will change to nicer ones. This is just a nice gift for us old gamers, thank you. However funny the UFO model, it seems it is made out of the wall models for the modder community of the customized UFO discussion back in X1 days. Reason: it has the same flaws. The alien inside can look through the walls or their interfaces without being seen from the outside. Guess this effect is two tiles around the outer hull. The sound of the UFO door is immensely loud. Aliens will occupy the pace of a killed other alien within my turn. Blood splatter looks good im amount, not in position but I know. I also think the blood is to shiny or has a too even mirror effect. It always looks as if the blood if spread on a glass plate. Randomizing the reflection will mimick surface topography. Also someone other mentioned this already: The rotation angles coud be halfed to have more view positions. My soldiers do hit better than ever, also the aliens are quite good shots and surpass my regulars, overall it feels more balanced. Great. Corpse doll effect of the Sebillian is still funny, especially if one is hurdled onto the street on its tummy with the arms twiddling around like a turtle on its back. I know you will do something here, but you may have to add some sagging effect on the body when its killed. It looks artificial if it looks like a cylinder with attached arms.
  4. >1. Go into the menu with the icon on the top left corner of the map and change the range for the cover icons. >2. Haven't tested that myself. >3. Not yet implemented I guess. >4. Might be, never have seen that too.
  5. History Line is one successor in the Battle Isle series. I have fond memories on Battle Isle 1 & 2 and History Line with a friend in Hotseat game mode in front of my Amiga.
  6. @Akhmed >1 Never had a crash myself, only that map rotation with Q/E and elevation with up/down did not work. Next game everything worked as normal. Yes the game stopps completely, I guess this is intended. >2 Yes normal behaviour, I guess it was just forgotten to implement. >3 A lot of things are re-used from X1 and will be reworked. >4 Others have requested this too and Chris thinks they will implement it. >5 Correct, not implemented. So you also cannot go to a corpse and use the dropped weapon.
  7. @Chris I know the cover radius option and have played with it a bit. Sometimes I like to set it to 3 or 4 so you can better see where is the best position to move your soldier, but then only when the soldier should go a great distance. For short distances range 1 is better. I thought about a dynamic range adaptiion first, but I am not sure if it will be useful. After some ground combats the player should know what will be a better position and don't need to have 20 or more icons to choose from. Ragdolls are fun at the moment, the corpses should be still though. The "swimming" Sebillian was killed by the (later be killed) shotgunner with the cover icons. The Sebillian jerked back as if the carpet was pulled from under his legs, toppled and rolled over at least 2 fields. Looked really powerful. I can't remember what center was, maybe I remembered the original or Apocalypse or another game. I guess you will rework the UI in a certain way, please consider the number for identification of soldiers or a similar method, also the suppressed state and other.
  8. Another play, it seems the bugs are mostly gone with this version (for me) and so I can only post some observations that might lead to optimization(?). I miss the "center" command (c button) to go back to your selected soldier after you panned the map. Soldiers can be selected by pressing 1-8 on the keyboard, great! But soldier icons should have the number that selects him attached to it. When some icons are gone due to... death, it would help to select the remaining ones better. Now you have to click-select the soldier in the map or the icon. I often switch between soldiers to see who can better shoot or walk to a position. Always clicking by mouse is to slow. The icons of supressed soldiers should be easily visible, either by adding "suppressed", new icon or color change. I know that persistent vision (or is it called team vision here?) maybe the answer here, but I think it is not completely correct: Left side image: The aliens behind the rock shouldn't be visible to my sniper, as the three soldiers at the right egde of the screen shouldn't see all of them either. Before this, I had a shotgunner to the rock formation on the right outside the screen, he got killed, and he could see all of them. But after he died the aliens shouldn't be seen anymore right? Center and right side images: Once the soldier walks near, the Sebillian becomes visible, and when he turns his back, it vanishes again. So far so good here. Still the aliens behind the rock are somehow visible. Three things here: - I prefer that when the crosshair appears, the cover icons disappear, maybe as an option in the game menu. - The crosshair is to big or rather to bold. If aliens would stand close and behind to each other (in this perspective) you will have problems to identify which one is which. Sure you can rotate the map, but what if this happens in a near alley with walls or containers? Maybe the wireframe tactical view or the "transparent bubble" helps here. - And at last: The persistent vision/team vision feels stupid here. The sniper cannot see/target the alien without anotherone looking at it...*sigh*. I know game-play-wise it is correct, just feels awkward here. And now to more corpse events Is it possible that a dead alien corpse has some vision blocking or cover features? One alien could not hit me while near. And another came close and did nothing at all. Maybe I was lucky until not anymore... And here as usual: recording_10.rec
  9. What about the transparent bubble that the old Fallout games and Divinity: Original Sins games have?
  10. After certain intel, some actual missions with the individual UFO or after research about the specific UFO you get an extra option prior to start the ground combat mission. You can then select some fire assist that comes before or during the mission: ...on the UFO position by your dropship (if no translocator is used) or a tank/artillery/air strike for general suppression (*) ...on certain UFO areas to break walls (maybe randomized a bit) Oops the hole is on the roof, a shame we don't have ladders, grapling hooks or flying suits (yet). ...surrounding UFO area to cover with smoke or fire...yeah fire, FIRE !!! ...or stun gas (*) ...air support as ammunition or heavier weapons (*) Would be a great horror when the Reapers would just dig in and wait it that someone comes close.
  11. Hm, yes maybe. The consequence will be to simplifiy the game so much that the touch screen users are able to use it in a convenient way. That means, if they have to be precise enough to select a soldier on the screen and rotate him 45° they will not like it, because it is "too fiddly". And don't tell them to use a pen or similar, that is sooo antique. And yes, simplify just means then: Nerf and dumb down to pre-school level skills, understanding/game depth and complexity, but for marketting we cal it "streamlined for widespread/all-user access: You don't need to be a Gamer to play this Game!" Cynism off: I don't have anything against gaming an a touch screen, but please PLEASE don't go this way by sacrificing the better controllable "standard" input devices. Bejeweled, Tetris or Angry Birds games are OK to play with its minimal interaction needs. A game like Xenonauts where you control single units with a variety of options at all times demands better and more precise control. And even if you could zoom in and out of the map to do that, you will loose the overview of the battlefield soon or get annoyed pretty fast by "always need to zoom in to control my soldier". So if you want to make a touch screen game, do a small game that doesn't need complexity (in game play, control, strategy and so on). Make a mini-X2 game parallel to the "full content" X2. If the touch-screen users do not have interest in "normal" games, OK. But the majority of these users will not expect that X2 will be ported, as they don't know about. The minority that knows surely want it, but then do it properly and take on this market with a proper game, not a simple 1:1 solution, to also get the majority of others. In short: Don't dumb down the game in favour for a touch screen possible game.
  12. STEAL - one faction salvaged/nicked an item/data/weapon/alien corpse from a crash site/terror mission/other factions transport/enemy base/Xenonauts and this has to be retrieved by force or quick-sneak-attack PLANT EVIDENCE - to manipulate one faction against the other, Xenoanauts are bringing item/data/... to specific crash site/terror mission/... INTERVENTION - Xenonauts intervene on a mission of a faction; example: capture an alien before special forces of one faction do. The other faction is also on the map and you have to get there before them. RECON - Small team of Xenonauts (1-3 soldiers) have to spy on a group of aliens meeting high echelons of a faction/secret group to retrieve information
  13. Maybe the bullets should leave a trace in the air that vanishes within 1-2 seconds, so that the player can see where the shots go to. Or the game should pan the camera towards the one reaction shooting, so that the player is able to see which soldier is shooting in which direction. Personally I don't have such an issue with it, but I understand that it can be critical to see from where you got shot and where the soldier shoots to, once the maps become a bit more complex and full of structures.
  14. The Sebillians look really menacing with their bulky appearance, great. Their plasma guns look a bit small or rather flat, like a short sword, but maybe this will change. The new spawn points are helping to break the routine, also great. I need more playthroughs though, to see how diverse they really are. My soldiers are still really shitty when it comes to hititing the target. But the aliens, oh yeah, they have improved to near God-level. Four aliens shot after each other, each one hit a soldier, two of the four soldiers died instantly. Within three turns my soldiers reduced to four remaining. One alien hit another alien, killing it, that was fun to see. Once the aliens settled to the closest point they want to approach they still marching back and forth. One alien walked from one stone to the other spending half its TU (at least my soldier would have) and walked back the following turn. This one only reaction-shot, never shot in its turn. Don't think they should always try to find a better coveronce they are in a good spot. Oops, forgot the rec file: recording_9.rec
  15. I had to retreat. I lost half my team in that mission and the others were badly wounded.