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  1. Today
  2. There's nothing wrong with wanting to run a business during the midst of an alien invasion, but consider what that means to the core of the game. As an example: Selling alien goods is a one-off, so if you want to make bank selling alien goods, you need to attack as many aliens as possible, which means adopting an aggressive, piratical approach. Every UFO is a payday so every UFO needs to be shot down and you need to then secure it in ground combat. This endless round of shooting down ufos and securing them will get boring, because you're likely to do the same thing over and over again but if it's too lucrative to turn up a UFO, then it's more likely that someone would rather be bored than not get phat loot. If somoene wanted to run Xenonauts as a corporate entity and get into the whole manfuctured goods/selling aspect then the game would have to be adjusted to address market forces. As Bobit points out, in Xcom, you rush to get the most profitable good first, because that fuels your economy. Once you get that good then you don't have to worry about money. If you don't have to worry about money, then one of the primary controls on the game is broken. If you don't have to worry about money, then you don't have to be concerned about where you build your next base, or if you're going be able to recruit enough troops to last the month, or if you can afford that sweet plasma rifle you've got an eye on. To balance Xenonauts Inc. you'd want to address market forces in some way - possibly through regulation (given the Cold War setting, flooding the market with high-tech weapons is that last thing that ANY govt. wants), or through a simplified supply/demand setup. I think that if manufacturing were to be a part of the game, then it would need some kind of stop or break on it, so it forms part of the mix of ways in which a savvy player can manage funds, rather than becoming the dominant method.
  3. Why not simple send some equipment to a country for a boost at the end of the month (which would not only be a money boost, but also boost the AI soldiers from that country/block?) Makes more sense than selling.
  4. If a fatigue mechanic were to be implemented, counting time spent in transit as a major contributor to fatigue could be interesting, since it would be trading off different strategic resources.
  5. Remember the part of Eldest where the protagonist funds an entire rebellion by using magic to make lace? I'm not saying that's the reason why the rest of the series didn't get optioned for film, but there is a reason.
  6. Yesterday
  7. Alien goods are worth a hell of a lot more than some experimental engineer making guns... in xPiratez the "sell for profit" makes quite a bit of sense, but not in any other game.
  8. OK, I do understand that the game is about betting the alien invasion, but all wars through out history have always required 3 Main things, 1: MONEY, 2: MONEY, and 3: MONEY, having said that, the designers of this game do want us to play within the game boundaries, to meet set objectives. I have played pre builds V4 & V5, and you could sell the alien weapons and artefacts, and make a good profit, which allow you to build more bases, aircraft, radar, and all other war winning materials. So why do we not have the same opportunities on in-house manufacture goods, Plus it helps manage base storage!! I do appreciate the feed back on this article Thank You All
  9. Big vote in favor of dropping the teleportation mechanic altogether from me. Vastly prefer having multiple bases and dropships, having range limitations on them and requiring them to travel to mission sites on the strategic map. Just my personal opinion but I think that makes for deeper more meaningful gameplay decisions. Where do you place your assets. What territory do you try to defend.
  10. I personally like multiple bases, but there has to be some strategic play behind it. My ideal would be to have to manage multiple squads of soldiers, each deployed from a different base. Multiple dropships as well. Have squads assigned to individual bases....and have the distance a squad/dropship has to deploy from a base actually make a difference. It adds more strategic play to the game...and I like that. I do understand that it would require alot more work to support. I'm just talking about my ideal. As an alternative, if we can't have that....I'd at least like to have soldiers require some downtime rest/rearm etc before they can be sent out on a mission again..... forcing the player to create and manage multiple squads.
  11. My final personal mod is posted, psionics for xenonauts. I think that's about all my personal mods other players would be interested in.
  12. Hi, On Wasteland 3's Twitter page I saw this website for slacker backers: https://app.crowdox.com/get/wasteland-3/102683 Maybe this could be a good option for X2? Especially, for all non-Steam users. Also, it offers tiers to choose, unlike Early Access.
  13. Besides, in classic X-COM I always wondered how they get right inside without a fight in front of the entrance to the base. I can imagine a few scenarios: UFO does some damage to the base and flies away UFO does some damage to the base but is destroyed in the process. A player gains some alloys and other stuff UFO crashes and it's more like a standard mission UFO lands, leaves the aliens and flies away. Possibly, a player gets another chance to shoot it down. One last shot. UFO lands and stays at the site UFO lands and in a while another one does the same. So a player gets a second mission after the first one with the same equipment. Also, in the game, there could be missions with a few UFOs landed. Like a squadron of three small ships or one bigger and one smaller. That would be something new in the franchise.
  14. Besides, in classic X-COM I always wondered how they get right inside without a fight in front of the entrance to the base. I can imagine a few scenarios: UFO does some damage to the base and flies away UFO does some damage to the base but is destroyed in the process. A player gains some alloys and other stuff UFO crashes and it's more like a standard mission UFO lands, leaves the aliens and flies away. Possibly, a player gets another chance to shoot it down. One last shot. UFO lands and stays at the site UFO lands and another one does the same. So a player gets a second mission after the first one with the same equipment.
  15. Ravn7

    I loved it so much :(

    You could make it feel more dynamic by upgrading audiovisuals. Similarly to classic X-COM where we had those radar waves and good appropriate music. Because as it is now, it just feels dull and empty. Even if it's not in reality.
  16. You would do it because you get paid for saving the world. This exists in the original UFO defense game. Modders in OpenX disagree on whether it is a good mechanic. It allows for "interest" and "investments" which is interesting, but does tend to reduce diversity because rushing a significant profit-maker is just so much better than other tech. Imo if we have selling for profit at all, why bother forcing people to check the price of everything when you can just manufacture a $ item?
  17. It is not really a game about economics. I'm not sure it should be either. Although, I would be interested in such a game. Maybe something with competing defence suppliers, so the xenonanuts have other groups running in parallel. Those groups are also trying to salvage alien technology and build/sell weapons to each nation so that the conventional armies can fight off the alien invasion. But it wouldn't be xenonauts. Although maybe if selling manufactured gear were a thing in X2, it would incentivise you to build and defend multiple bases so that you could expand your military-industrial complex. That has a dark fascination for me.
  18. The pre-order builds of Xenonauts 2 are split over three different branches on Steam and GOG. This post explains what the branches are for and how you can switch between them. Stable / Default Branch: anyone playing the game on Steam / GOG will be on this branch by default, and it contains the most recent *stable* build. This generally means you will experience fewer bugs and crashes but you will also not have access to the latest features. Experimental Branch: you have to manually switch to the Experimental branch if you want to access the latest builds with all the new features in them. Be aware that these are much more likely to contain serious bugs than the Stable builds. Legacy Branch: updating to a new version of Xenonauts 2 will break save games. When we update the Stable Branch we move the old build to the Legacy Branch so anyone who wants to finish playing a saved campaign can do so. The general pattern is that a new build will be released on the Experimental Branch and we'll spend a few weeks patching out the critical bugs and crashes. Once this process is complete we'll move the new build to the Stable branch, and the previous Stable build goes to the Legacy branch. STEAM - Changing Branch: Go to your Steam Library Right-click on Xenonauts 2 in your game list Click on "Properties" Click on the "Betas" tab Click on the dropdown and select the Experimental or Legacy branch Select NONE if you want to revert back to the stable branch at any point GOG Galaxy - Changing Branch: Load up GOG Galaxy Click on Xenonauts 2 in your game list Click on the "More" button Select the Settings option Change the "Channel" option to Experimental or Legacy branch Select "default" if you want to revert back to the stable branch at any point XSOLLA - Changing Branch: Unfortunately Xsolla doesn't support branches; if you're on Xsolla then you'll be getting the Experimental branch already. We'll be moving people from Xsolla to Steam / GOG in the next few months so hopefully you won't have to deal with this for long!
  19. Short answer on the thematic side: Because if you don't make these goods, you lose and mankind gets enslaved. Making a prospering business out of the situation really should not be your focus. That said, as an X-Division player, I'd love to have that additional source of income if you have the production capabilities (i.e. ressources and engineers). Theoretically, you could make that into a really well integrated part of the game, where you can build and sell stuff for cheap to bolster nation's resistance, getting better relationships with them, or sell it for a good profit to build up the Xenonauts even more, along with allowing nations to copy your products or not, sending weapons as emergency supplies into crisis areas instead of sending your own troops, ...
  20. Depends how Goldhawk want people to interact with the strategic game mechanisms, really. Money is one of the primary mechanisms for governing what a player can do at any given moment, acting as a pool of potential energy that can be directed. If the pool can be only increased by interacting and influencing strategic game mechanisms that the player can't directly take control of (e.g. keeping good relations with funding blocs), then the player is incentivised to take actions which increase that influence, enmeshing the player into those strategic game mechanisms more deeply. If the player can directly take control of the means of increasing the pool (e.g. by manufacturing goods and selling them), then the player is incentivised to focus more on those things that the player has control of, ignoring other strategic game mechanisms except where a failure to interact with those game mechanisms results in a game over (upsetting funding blocs isn't important when your outfit makes more money that the sum total of funding blocs in a month).
  21. Last week
  22. Why would you invest in all your money in plant and equipment and make goods that you could not sell for a profit. I realise that this is not one of those tycoon games, but it would help the economy of the project and provide funds for in-house construction and up grades for base facilities, with such funds you could hire more scientist and engineers, as well other soldiers, and mercenaries. I am just putting it out there for you guys to consider!!
  23. Changed main post, final update. Unless there's something game breaking.
  24. Chris

    I loved it so much :(

    Yeah, the X2 air combat in the current builds is indeed terrible but it's nowhere near finished and so it's impossible to make a proper comparison with the finished X1 air combat right now. The next build of X2 has quite a substantial air combat upgrade coming. It's still not yet as complete as the X1 air combat you're comparing it to, but it's certainly an improvement over previous builds. In any case we can always revert to the X1 model if we want to, but honestly I think the X2 model is a much better foundation for an air combat system.
  25. Gauddlike

    I loved it so much :(

    I didn't vote because none of the options really covered my feelings. I am not 100% on board with the current air combat model yet but I absolutely hated the X1 air combat. It was the absolute low point of the game for me so I am really happy they will be changing it. Bobit covers it pretty well above. If the current very basic air combat gets a few more feature passes and the kind of polish the rest of the game looks like getting then I don't see how it can fail to be an improvement. At worst I will continue ignoring the air combat and autoresolving every fight as in X1.
  26. Actually, yes. Landing a UFO nearby and have a base attack outside the base could work really well.
  27. Thanks, this makes sense. For side-on vertical base, I wouldn't expect line of sight and shooting to work between different vertical levels. I would rather expect elevators to move both X-com and aliens between levels, but fighting to be always in horizontal plane (or multiple horizontal planes at the same time). Your engine already supports multi-floor buildings and UFOs, as I understand.
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