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SoulFilcher

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SoulFilcher last won the day on November 25 2023

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  1. I feel that would be the best approach, all these changes at once could be too much in the end. For example if it becomes "optimal" to dedicate a single soldier to the medic role the total number of medikit uses that soldier can carry around could become too severe. But starting with weight so it isn't something most soldier can have in their inventories would be great. Maybe there could be a lighter version that doesn't have as many uses and / or can't perform all tasks? Maybe it only removes bleeding. In case players don't want to go for the dedicated role in their squads.
  2. I'd say replace healing with an option to remove stun damage, then add a healing option to an advanced tech kit that needs to be researched. Ohhh and don't forget to give them all limited uses.
  3. I'm curious to see progress from modders now. I wonder how much can be done before we get our hands on the official tools.
  4. Hahaha crackhead! Sniffs suspicious substance, rushes to the closest Sebillian screaming "Come here Yoshi! Let's settle our differences!"
  5. It is always interesting to read what other long-time players think about the games in general, not just one of them or a comparison between X and Y games. I feel the same about some things there, for example I always wanted the option to "acquire" an alien soldier somehow, by removing a control chip, breaking psionic mind control or whatever makes sense for each case. And also possibly acquire alien scientists or other non-fighter functions. An alien scientist could unlock research projects automatically by sharing knowledge and count as several human scientists together for purposes of research speed/efficiency. Pilot skill is also something I've thought about before and I'd like to have in some way (pilots are already more interesting in Xeno2 than most older games), would make losing interceptors have more of an impact as a player would like to keep good pilots or invest in their improvement over time. The game could even start with one special pilot available that is above average. I think I agree with DaMulder in that underwater missions don't really fit here, not that I dislike Terror from the Deep, but I think the ship missions would fit since we fight Cleaners on docks. Going to other solar systems that much is probably out of scope, I guess it would be better left for the future if a true sequel is planned, where that could be one of the game's main pillars. But definitely an interesting (and very ambitious) idea for a game of this genre.
  6. A variation of the rescue from alien base idea: A base where they "produce" their Cleaners, you can potentially rescue them or prevent them from turning into active Cleaners, but if you take longer than X turns they wake up and become hostile units in that mission.
  7. https://www.youtube.com/watch?v=jhttLexTDiM I follow is channel for gaming news and this is very relevant to this topic. It looks like they decided to take steps back. What a relief, they may not get people's trust back, but at least it is enough to keep existing projects going I guess.
  8. Exactly, it may sound like a drastic decision to switch at this point, but it all comes to what each option holds for the future. If staying with Unity proves to be a highway to hell, then parting ways may be a good decision. With all the backlash they're still trying to figure out what to do, I'm curious to see the news for the next weeks.
  9. I believe that it can be re-balanced just like any other game mechanic. Mind control is very strong, but it could be toned down to a point where only certain alien species could be controlled, or maybe it simply fails too often to be reliable. But starting with a focus on defense sounds like a good approach. Maybe a very strong defense like the Mentarch's shield is less game breaking than a very strong offense.
  10. Modding the game, and being more specific, people who are probably planning to port over mods from Xeno1 will be very difficult with this research system. Mods often add a ton of research projects with varying priority levels, with the assumption that players can try different paths for each campaign save. I've never heard of a mod that removes research, or make them more streamlined. If those exist please link them. So I take that as a strong evidence of what players want from a game.
  11. Age means nothing, how old is chess? You should definitely question game mechanics yeah, and try to improve on them. If there was nothing to improve there wouldn't be an Open X-Com project going on with frequent updates. Can Xeno2 attract those players? I believe it can if it goes in the right direction.
  12. I will say it time and time again, there was nothing wrong with the original system in X-Com, so why change it? Only the people playing the new XCom would prefer a simplified system, but this game will not win those people let's be honest, not because this isn't a good game, but simply because it goes in a different direction. Xenonauts 1 was an update for people who don't get hooked by the new XCom, people who can still enjoy the original because they couldn't care less about graphics, or even clunky, old UIs. That is why for example a whole lot of people "voted" against removing strength as a soldier stat. People playing Xenonauts in general don't want unnecessary simplification of game mechanics.
  13. Hopefully it will not be implemented like that, but having an escape plan might be a good idea.
  14. Considering the gigantic breakthrough as an energy source it makes sense that the organization would be pressured into selling Allenium instead of using it.
  15. If that is the case then maybe bombardments should only happens after players reach certain tech requirements, to confirm they are able to finish the campaign.
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