JoseG25 Posted August 22, 2014 Share Posted August 22, 2014 It is random or deppends on any factor? Is the same time for all missions (crash, terror, bomb, etc)? And if it is fixed, how much time remains each of them? I usually wait some time to fit the dropship arrival with daylight and have just lost a terror mission casuse of this (and maybe my second game attemp with it...). I not remember what hour was when mission apeared, so I can't know how much time passed. And really don't want to risk again on the next terror. Thanks for answers. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 22, 2014 Share Posted August 22, 2014 I think crash sites hang around for ~24 hours. Terror sites are less (~12 hours, I think) so you can't reliably wait for daylight. (Aerial Terror sites stay active for 24 hours, but that doesn't matter so much since it's not a ground mission). Quote Link to comment Share on other sites More sharing options...
ViniJones Posted August 22, 2014 Share Posted August 22, 2014 I would guess the 24hrs as well. However, you can reliably wait for daylight every time... So long as theres a dropship en route, the mission will not disappear. Quote Link to comment Share on other sites More sharing options...
JonVanCaneghem Posted August 22, 2014 Share Posted August 22, 2014 Do crash site missions change/get more difficult the longer you wait to do them? Sometimes it seems like when I wait for daylight the aliens are a bit more "on the ball." Or is there literally no disadvantage for handling crash sites during the day? Quote Link to comment Share on other sites More sharing options...
Solver Posted August 22, 2014 Share Posted August 22, 2014 There is no change except the day/night cycle. Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 23, 2014 Share Posted August 23, 2014 I was tired of avoiding night missions, so decided to boost the light radius of the electro-flares from 5 tiles to 10. Much better! Now the night missions are not that BOO-BOO's like before Cheating? And avoiding night missions isn't? I am having more fun this way. Quote Link to comment Share on other sites More sharing options...
ViniJones Posted August 23, 2014 Share Posted August 23, 2014 Depends on what you call cheating. Avoiding night missions is well within the set boundaries. While changing the flare light radius is pissing on the boundaries set. That said, cheating is a childish "concept", its a sp game. If its more fun now, than before, thats all that matters. Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 23, 2014 Share Posted August 23, 2014 Depends on what you call cheating. Avoiding night missions is well within the set boundaries. While changing the flare light radius is pissing on the boundaries set.That said, cheating is a childish "concept", its a sp game. If its more fun now, than before, thats all that matters. I mean, this way I Do play those night missions, with pissed boundaries and whatnot. While before, I would 100% avoid night missions, missing some game content. In the original X-com the flares were limited, re-usable and they were more useful than the ones we use now. At career start, many rookies are unable to even throw the flares beyond the reduced FOW. I did play some night missions and they were rather unfun. It would be nice if the aliens suffered from darkness too, like in Jagged Alliance. There the 'Night-Ops' specialists were really ninjas that owned the night. in Xenonauts, we, earthlings have cut some very rough deals. Quote Link to comment Share on other sites More sharing options...
ViniJones Posted August 23, 2014 Share Posted August 23, 2014 In the original X-com the flares were limited, re-usable and they were more useful than the ones we use now. Indeed...like in Jagged Alliance. There the 'Night-Ops' specialists were really ninjas that owned the night. I dunno Deidrianna´s elites always wore the 3rd gen night vision in my version. I guess I just prefer to rule the day and sleep at night. Quote Link to comment Share on other sites More sharing options...
JoseG25 Posted August 23, 2014 Author Share Posted August 23, 2014 In the original X-com the flares were limited, re-usable and they were more useful than the ones we use now. AutoCannon plus incendiary ammo was the key. In the hands of the worst acuracy rookie usually becomes a rain of light and panick between alien lines. I remember my first turn always began with an super-spread of smoke grenades in day missions and with a rain of autocannon napalm during night missions. Quote Link to comment Share on other sites More sharing options...
BULIGO Posted August 24, 2014 Share Posted August 24, 2014 AutoCannon plus incendiary ammo was the key. In the hands of the worst acuracy rookie usually becomes a rain of light and panick between alien lines. I remember my first turn always began with an super-spread of smoke grenades in day missions and with a rain of autocannon napalm during night missions. Yeah, burning down those barns was fun (still is, playing the original every now and then, but Xenonauts is spoiling me, so moddable..) Quote Link to comment Share on other sites More sharing options...
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