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Zolden

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  1. I must agree with Dranak. It's not just "don't have ot worry about", it just makes the game uncomparably funnier, if you forget about save/load.
  2. it's april in my game, don't know what new year you are talking about
  3. Max_Caine Yea, what you explained is simple and practical. My only concern is that stuff works unpredictable and unnatural in some cases becasue of the system choosen. And opening post wasn't mine. You think all nicknames look the same if they starting with Z letter?
  4. Yea, accuracy formula is a bit artificial. I understand the intention to make it work closer to the XCOM, but there could be a better formula, that would imitate XCOM aiming in most situation, but in extreme cases it would work more realistic. If we look at a physically realistic picture, the projection of the far standing alien to the vision sphere is tiny, like 2-3 degrees of vision field. And it allows like 10% hit chance. So, dispersion of shooting is about 20-30 degrees. So, if alien is standing realy close in 1-3 squares from the soldier, its projection is about 30-60 degrees. Which is more than dispersion, and should give 100%. I can't say that I'm not satisfied with the actual aiming system, it feels rather dair. Bot sometimes it feels a bit not too realistic, especially on those short distances. Also, there's sometimes a strange situation happening: there's a barrier between my heavy weapon soldier and an alien. It blocks 100%. I aim alien, soldier starts bursting. First few shots destroy the barrier. So, all other bullets should fly further to the alien. But they all shoot the point where the barrier was. As if I would aim it. In physically realistic aiming mode they should have fly to alien direction. And sometimes they do fly to the alien. But sometimes don't (I think it usually work this way inside alien ships). And finally, the whole cover system. There's the same complaint as before: too artificial, not too realistic. Like in this situation: there are 3 barriers between soldier and alien. Why only one barrier gives that x% block? And usually it's not the one alien hiding behind (which supposed to cover like 80% of alien body, and therefore reduce accuracy by 80%). Anyway, I hope in the new games, which are meant to be 3d, aiming will be physically correct and thus realistic on all ranges. Unity physics engine has some nice instruments for that, those raycasts and stuff.
  5. win xp isn't mentioned in the requirements, but it works there too
  6. Xenonauts are indeed a pleasure for an xcom veteran.
  7. Thanks for the maps, dude. Their presence in the game makes it much funnier.
  8. Yes, it's seen clearly when a game made in sake of fun or to get some fast cash. Also, old games were made in a situation, where graphics were simle, so they had to concentrate on gameplay quality. Opposite, seems like most of modern game creators think graphics is everything players need. And different kind of jumping seem to be the ceiling of their imagination.. Also, abstract graphics of old games utilized imagination, which felt better than percepting realistic world of a modern game. And finally, games in the times of xcom and syndicate were oriented to smart people, cause pc users were coders and educated people. So, game creators weren't afraid of making complex stuff. Modern games targeting wide population, so look like made for retarded.
  9. Yea, Syndicate was a good stuff. It has alot of similarities with xcom, except the fact that it's real time based. And these games could use some game design features from each other. For example, were there covering objects mechanics in first Syndicate? I don't remember. So, someone's making a remake too? Could you provide a link pls?
  10. Fun fact: steam's russian initial price in roubles + fall in exchange made its price 8$. It was on sale a week ago, so, price was 5$. But it's not the reason to buy. Game's just too good to not to. In case it isn't enough: reading the summary of the whole development process Chris wrote may help to feel respect to the team. Was such a heroic feat to complete the whole thing, despite of undless problems.
  11. Actually, I must take this back. Cause now somehow I do recognize each of music tracks, so they all have definitely played during the game.
  12. Thanks. And what about xenonauts' stats rising? Is it based on number of missions or number of kills? What affects the distribution of bonuses amongst different stats? Can I focus on strength or accuracy for a dude, or it's all random?
  13. Aliens in ground missions seem to have more hp and better armor, and better weapons, and maybe better other skills and AI. Does it depend on time or saucer size or my level of researches? So, if I invest alot in science and get good ammunition fast, will I have advantage, or aliens will get stronger too?
  14. [edit: this post's contents have proven wrong] I checked music files, and noticed, that geoscape and day/night missions have 3 musical files each. But in game I only heard the first one of each three. Like if they never changed to the 2nd and 3rd variations. Isn't it a bug or I just didn't fit some conditions to have all musical files played? If it's a bug, is it fixed in that 1.5 branch thing?
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