Dragonx

I think the Chinook should have more fuel and have longer range and speed?

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I think the Chinook should be 2x as fast and have fuel to reach 2 times the current range it has now. It is a very limited aircraft at the moment. and you can almost never reach a self landed ufo unless you spot it the very instant it lands so that means keeping the geoscape at 5 min speed and staring at the screen for a hour.

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Landing is disabled in the current build?

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Yes, landing is disabled as per Chris's patchnotes. Unless the OP means the Terror Sites, which are a bit of a bind with the limited range of the dropship.

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devil's advocate here. Having the limited range is an encouragement to building those extra bases, and equiping them with Chinooks. If a single Chinook can reach practically everywhere, there's no real need to do this. At worst, you could have multiple Chinooks at a single base.

I've found in 10.1 having to support the logistics of a assault base to be pretty enjoyable. I wouldn't have bothered had my first Chinook been able to get across the map.

Extra fun having the dropships intercepted. Must look into escorts for dropships...

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Yep, I agree with thothkins, although my initial feelings on the situation were the same as yours, Dragonx.

I was frustrated when I couldn't reach a landing zone, but now I've got a second Chinook at new base it's opened up a range of options for me: Do I crew it entirely with rookies and keep my A-Team together at my original base, or do I split my more experienced squad and transfer some of them to the new crew to help them out? Do I spend the 10 days training the newbies, or just throw them out there to get on with it?? Do I set up a workshop at base #2 to keep them supplied with advanced weapons easily? Or just transfer them across from my main HQ (which gets more and more risky as the number of Alien Fighters buzzing around increases)

So, if you've not already, try setting up a second strike team elsewhere on the globe and I bet you'll find it actually adds an extra layer to your stategic play.

Good luck! :)

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We could speed them up a bit though I guess.

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Yep, I agree with thothkins, although my initial feelings on the situation were the same as yours, Dragonx.

I was frustrated when I couldn't reach a landing zone, but now I've got a second Chinook at new base it's opened up a range of options for me: Do I crew it entirely with rookies and keep my A-Team together at my original base, or do I split my more experienced squad and transfer some of them to the new crew to help them out? Do I spend the 10 days training the newbies, or just throw them out there to get on with it?? Do I set up a workshop at base #2 to keep them supplied with advanced weapons easily? Or just transfer them across from my main HQ (which gets more and more risky as the number of Alien Fighters buzzing around increases)

So, if you've not already, try setting up a second strike team elsewhere on the globe and I bet you'll find it actually adds an extra layer to your stategic play.

Good luck! :)

Yes i have built a 2ndary base for my playthroughs. i think i played though the the game about 4 or 5 times since i preordered it since ver 9.0.

the problem is the terror sites dont last very long and one appearred pretty far from both my bases my closest base was northern most part of africa and the terror site was on the southern tip of africa. i tried to get my chinook to the terror site but it was too slow and took way too long. About 70% of way there the terror site was already gone and i lost street credibility with the nations leaders.

i remember in xcom the skyranger pretty much can fly around the globe before it ran out of fuel.

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We could speed them up a bit though I guess.

I think a scenario like this.

I have a 2ndary team i wanted to level up but the light scout crash site is too far for my 2nd bases chinook to reach before fuel ran out, i wanted to train my 2nd team of rookies to be better on easier and less aliens ufos.

scenario 2: i want my main team to do the terror site or do the large battleship ufo that landed becuz my 2nd and 3rd base soldiers are just way too weak and sending them in is just total suicide. But my main base chinook can not reach where the terror site or battleship ufo crashed landed becuz the chinooks have such low fuel and range before running out of fuel and is slow.

and i think the public build you don't want new players to feel frustrated or annoyed. they should have fun and more options to play with their soldier teams.

These are just my suggestions playing through the game about 4 or 5 times now.

i am 34 yrs old.

i played the original xcom ufo defense back in 1994 when it first came out.

then tftd and Xcom alien Apocalypse and XCOM Interceptor.

Also played jagged alliance 2 the expansion and ja: back in action.

played all the final fantasy tactics and advanced tactics.

played 7 fire emblem games for gba and wii and game cube.

Orge battle and orge tactics and OT: person of lordliness for n64.

and a bunch of other tactical turn based games i forget to mention.

Btw i completed all fo the above game twice at least except for JA back in action becuz its not a turn based game.

I love turn based tactical games. I think xenonauts is great has the addictive formula of all of the above games, but there's always room for improvement. if u make changes ill play through it and see if my ideas are even good and give you further info.

Edited by Dragonx

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Maybe making terror sites last longer would be a better solution than buffing Chinooks?

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Maybe making terror sites last longer would be a better solution than buffing Chinooks?

In my opinions making the chinook 50% faster and 50% higher fuel tank to go farther will double its range and effectiveness.

Making terror sites longer would not solve other range limits problems of the Chinook because we can not go changing every ufo crash landing to suit the limitations of the Chinook. Its bad enough the Chinook has no weapons on it but its flys like a 200 year old turtle and sorta useless for players who want to have more freedom to train their 2ndary and 3rd base squads and more opinions and playability.

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Well, increasing the Chinook speed might help if the terror site is vanishing too quickly.

That's won't help if the Chinook hasn't the range for it. But then, there are events happening all over the planet and sometimes you just won't be able to cope with them, or deal with them. I think the game is better that way. I would say that not being able to reach a terror mission is a bit more of a pain than not getting to a downed UFO that you at least had some chance of helping pick the crash site of. But then, I don't know how frequently Terror missions are supposed to show up. The more frequent they are, the less of an issue it is.

Likewise, having the option to pick or choose which of your assualt teams to send in is a bit of a luxury. Back in the EU days, it was a asign that the game was little bit unbalanced in the players favour. Personally I think knowing that not many of your rookie team will be coming back, unless they are very careful is a very good thing for the game. Picking your team because their coveralls match the map environment in that country is a bit of a luxury.

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Well, increasing the Chinook speed might help if the terror site is vanishing too quickly.

That's won't help if the Chinook hasn't the range for it. But then, there are events happening all over the planet and sometimes you just won't be able to cope with them, or deal with them. I think the game is better that way. I would say that not being able to reach a terror mission is a bit more of a pain than not getting to a downed UFO that you at least had some chance of helping pick the crash site of. But then, I don't know how frequently Terror missions are supposed to show up. The more frequent they are, the less of an issue it is.

Likewise, having the option to pick or choose which of your assualt teams to send in is a bit of a luxury. Back in the EU days, it was a asign that the game was little bit unbalanced in the players favour. Personally I think knowing that not many of your rookie team will be coming back, unless they are very careful is a very good thing for the game. Picking your team because their coveralls match the map environment in that country is a bit of a luxury.

Well it comes down to a balance between fun and challenge? i am not sure if i know which of the two i want to favor? I guess for more experinced players you might want the challenge, but also im an experince player and i want fun and more options too.

I think im looking at it more in terms of how a new player to tactic turned based games will feel if they played the public build from kickstarter. I feel a new player to the game would enjoy it more in the demo if he has more freedom of choices and options and fun before the demo ends. Besides the air combat and battlescapes missions are already challenging enough for them. then theres already the difficulty options if they want more of a Challenge.

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yeah, it's that tension between making it it interesting for such a wide audience and not losing that sense of enjoyment.

At the moment, I've not felt that any mission was unsurmountable or pushing anywhere beyond challenging into frustrating. The only times I've struggled was when taking the maps of a previous build utterly for granted and having them change on me.

The use of Light Scouts, against your experienced guys, in the early missions is a good way to give any player the knowledge they need without punishing them needlessly. I found the progression a pretty good one.

If using a second base, there's always the option of transferring some of the troops across (assuming that works as I've not done it yet). I'd be miffed if that dropship got shot down though...

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We're not going to increase the chinook range by any appreciable amount. I like forcing multiple bases and teams. Also, increased range is a feature for the later drop ships. Speed we may increase so you can reach landed ufos and terror sites before they disappear.

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We're not going to increase the chinook range by any appreciable amount. I like forcing multiple bases and teams. Also, increased range is a feature for the later drop ships. Speed we may increase so you can reach landed ufos and terror sites before they disappear.

I can live with that.

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Maybe making terror sites last longer would be a better solution than buffing Chinooks?

Then why not make it like ufo and make them not go away, as long a ship is on the way to the terror mission. Seemed a pretty solid solution in ufo.

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Then why not make it like ufo and make them not go away, as long a ship is on the way to the terror mission. Seemed a pretty solid solution in ufo.

I love this solution too.

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My 2 pence...

Terror sites to have a preset time... aliens attacked a city, you get say 7 days, basically how long until local forces fall back.

When a terror site appears, a visual countdown.. perhaps with a nuke symbol on the geoscape. This is how long before they give up.

This gives you a visual way to see how long you have to move your troops into place... perhaps base transfer them if needed, to take it out. Knowing its not a waste of effort to do so aswell.

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My 2 pence...

Terror sites to have a preset time... aliens attacked a city, you get say 7 days, basically how long until local forces fall back.

When a terror site appears, a visual countdown.. perhaps with a nuke symbol on the geoscape. This is how long before they give up.

This gives you a visual way to see how long you have to move your troops into place... perhaps base transfer them if needed, to take it out. Knowing its not a waste of effort to do so aswell.

This sounds like a very good idea. And it makes sense.

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10 terror site pops and couldnt get to any because they despawned as my chinook approached.

The Chinooks speed is also an issue returning from missions. Several times fighters have spawned on the return journey and shot it down. Even with 2 F16's guarding it, 3v2...

Made worse when my F16's are refuelling and I send it out solo before a crash site despawns.

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I like the idea of a timer on the sites showing time till they disappear. Alternatively just make it apparent in the manual that they are there for 2-3 days or whatever but make it long enough to make getting the chinook there possible at its extreme range if it leaves within an hour of the site being announced.

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With a timer, you remove the uncertainty of knowing when the aliens wiill complete their mission. It's like knowing their plans before you should, and being able to plan accordingly.

Would the added uncertainty and tension of not knowing when they will finish their mission not add to the sense of urgency in dealing with the threat?

I see that it makes for a streamlined, smooth gaming experience where things will go better for the player. It's just that without the frustration of seeing the mission vanish before your eyes, and now with added attacks on your returning chinook, it woudn't feel so ... challenging is possibly the wrong word...XComy?

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My 2 cents on this. I've got 2 bases up one in Europe and one in North America. I have a save that i have played through from (start of second month) until the first terror site appears 3 times now. Each time the terror site has appeared in Australia, I cant get to it from either base. I tried setting up a third base in the indo china area so a fair amount of land was covered by its radar range. From here i still didnt have the range or the ability to get to the terror site in Australia before it disappeared.

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I'd have thought that the indochina one would have been able to reach it. That sounds a little disapointing. But they could just keep the mission avalable longer? It's a win in that you have had to branch out to multiple bases and a win in that you actually get to the thing.

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The problem I have is that the nuclear option feels so extreme in a situation where you have so little control over spawn location and timing. My team of 8 men will get there.. they will.

My alternative if you dont want a timer.

LONG RANGE EMERGENCY TRANSIT

Airlift troops to hotzone using Hercules C-130 cargo plane.

Warning! Use of emergency transport is a 7day round trip. You will loss access to all personal and craft selected for the duration.

ETA at Hotzone: 32 hours

Click to engage

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