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sledge

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  1. 1) Sounds reasonable. I remember reading something about late game local forces with laser weapons, so an improvement of sorts concerning late game recruits is somewhat consistent. 2) Leave it as it is. A second base is doable for everyone. The "boring beginning point" is alleviated by the time controls plus I personally would rather be bored by too much early game missions then too little. In all my games I had the scientists occupied and was even shooting down UFOs over water intentionally to skip the well known 1-3 alien that don't even remotely get a chance to shoot back early game ground missions. Maybe implement the cheat like solution for beginner mode. Every xeno and xcom veteran should enjoy or at least not be bothered by a little randomness.
  2. That was even the case with xcom and tftd. Alien corpses usually wouldn't survive an explosion. Weapons were a little more durable. A little rng was involved. Sometimes you could even loot an intact cyberdisc/biodrone AFTER their very own self destruct explosion.
  3. Somehow I knew someone would say something like that.. Then again: exactly my point. An android with overheated CPU sure is salvageable
  4. That may be due to the contested "turning living things into dead things devices" lie outside your scope of experience. I was wondering about the effects of all those shiny new toys that have yet to be discovered. Laser and plasma = flame? Thanks but no thanks. Just go by the size of the weapon? Large laser = damaged small laser not damaged? Doable, not amazing but doable. Next thing is no one has any mentionable experience on how earth weapons effect ALIENS (hint sci-fi/fantasy). So realism plays a side role here. Game balance should have our complete attention. Androns would probably be less than impressed with fire based weapons (we can't shape alien alloys but our flamethrowers melt alien combat mechs? weeeeell). In the end the writer of xenos back story just hast to come up with something believable, believable in the framework of a sci-fi story that is
  5. Only if some degree of common sense is used.. err which I am certain you will.. Meaning. No Two part missions for fighter craft. (And please no 12 aliens inside a single fighter .. Aftermath..). Maybe even leave everything as it is for the smaller UFOs. Only chance the system for the sizes you got problems right now. The UFOs in the preorder version are just fine.
  6. Only for explosive weapons. I'd hate the idea to micromanage my damage in mid-late game, bringing a weapon for every alien type to be able to afford my base upkeep. While fighting for humanity's existence the condition of an alien corpse should really only matter if scientific progress i.e. things that improve the chances of winning said fight are to be expected. In the end if you find someone that spits out a ton of cash for an alien corpse you can find someone else who likes his alien corpses mangled even better
  7. Full acc! Screw realism at this point. Xeno brings a huge improvement in this department compared to the original game, why not take that all the way through. As the badass commander you should well be entitled to tell Mr jet pilot to climb in this wreck and to his goddamn duty protecting the innocent blah blah even if the chance that his dented tin can will bring him back alive is less than slim! If you happen to be keen in realism there should be options where every plane to deactivate refuel rearm and repair that way you could fine tune the order in a tight spot. As to refuel rearm or rearm refuel there are situations for either is preferable. But right now it seems rearming takes VERY little time so if it stays this way then of course rearm first then refuel.
  8. The average cold war politician would oh so gladly jump at anything that is a what so ever remotely possible excuse to nuke something I guess In general I won't argue against any of the ideas in this thread some of them sure sound interesting. Just think about the original problem and cost-benefit ratio.
  9. I am 50% sure I had an MG reaction fire ONE shot. I wanted to set up a little test to verify using a full MG squat but haven't gotten around to doing it just yet. Guess if you got a stationary alien just approach him with like 3-4 MG users he won't be able to kill all of them and in the next round they got full AP and should be able to return fire.
  10. from mortal feeble roockie to just as mortal not that feeble slightly more experienced soldier. The question is how steep should the increase in power by all factors (experience+equipment+knowledge) be? I would like it to be quite considerable with a couple of no-clue-cannon-fodder guys that have to actually retreat from some battles evolving into badass intimidated by well-nigh nothing veterans (scarcely below blasterbomb+psi troops). This "human evolution" was quite an important part to me in the original game. Anyone got an opinion/perspective on that? The thread was triggered by some game mechanics discussions were I argued along that line seemingly as the only one who wanted "from VERY low to somewhat high" "power progression".
  11. You could just as well flee in terror at the sight of this new indomitable foe and pray it doesn't show up again until you're ready. First time I encountered lobster man I had 4 soldiers take shots with some puny gauss rifles and Mr crustacean not even flinching I did just that Having fought a terror mission with fresh from the school roockies who were due to my neglect exclusively armed with assault rifles, AGAINST ANDRONS (and won by killing 2 with about the entirety of my ammo and the rest with their scavenged weapons). I thought to myself: Well that sure ain't gonna be possible once they got some brains(AI) in place. And how right that would be!
  12. Back in the old days terror sites were set up by terror UFOs. They we're quite large! Large UFOs don't appear early (see lore). Thus I conclude terror sites should not appear early! In xeno terms, I would have terror sites only occur the moment corvettes start to show up because they have about the crew size that is encountered at a terror site. Sure you could have multiple smaller UFOs land the troops. But then again why would the aliens do that. They should be busy scouting and devising strategies during the first month. Devise a global plan for the aliens to follow instead of just having a set of activities and a rng select what they will be doing. Back than the aliens had missions (even researchable through navigator) and they were (or appeared to be) in a (crono)logical context. That should fix the problem nicely, easily and realistic. Better and more consequential as having terror sites only appear in range. (If the player improves his one base instead of expanding he chooses to risk terror sites out of range when they come available). Easier to implement than refueling or add on range extension. Adds immersion through the experienceable evolution of the alien thread: reconnaissance->disinformation/propaganda/terror->creation of footholds->full scale attack on military targets->scorched earth. The last one probably after the point where the player could have turned the tables.
  13. Err it's not supposed to be that way?? Well currently (okay as of 1.41 that is) it is just like that. Got a MIG with 4 avalanche and one with 2 avalanche and 2 of their Alenium counterparts. Still not enough to down a cruiser in one run even when sending the avalanches first to take to pd heat Technically: Is the game able to handle multiple missiles in one slot? Do they have a delay for successive firing? Can they be fired all at once? Then, does one click to a auto fire deactivated missile fire one or all?
  14. Guess that comes with the ..err.. improved level of maturity that has to be expected from fans of a 18 year old game. I wasn't even temped but in elated anticipation of the moment when I will discover whatever I will conclude to be that which was hidden by your spoiler cover. (Does that make any sense? At all? Hmm.)
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