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  1. 4 points
    As we start to prepare for the Early Access launch of Xenonauts 2, Goldhawk Interactive are looking for a freelance writer to work with us on the research report text. This is a remote position so anyone is welcome to apply for the position; if you know anyone who might be interested in the role then please link them here! Key Information: This is a remote position We expect the writing contract to last about 30 working days in total (not necessarily consecutive) Rates are open to negotiation The purpose of this role is to produce the text for the research reports in the game. If you're not familiar with X-Com style games, you can see an example research report from our previous game here and a research report from another game in the genre here. Collectively the research reports explain the capabilities, intentions and origins of the aliens invading Earth, and how their technology works (allowing the humans to build their own versions to use against the aliens). A basic guide for what needs to be communicated will be provided in bullet point format before you start on each report. We make an effort to keep our futuristic technology internally consistent and at least somewhat plausible, so we will provide a basic framework for how a specific piece of technology works and how it fits into the world - although it would definitely be a plus if you are comfortable coming up with your own semi-plausible technobabble! Stylistically we are looking for someone who can write in appropriately dry scientific language whilst also communicating the character of the Chief Scientist (who writes these reports) and the wider organisation through the text, as these research reports are the primary way we can hint at everyday life within the Xenonauts and tensions within the organisation. Each research report is expected to be approximately 400 words long. How to Apply: If you're interested in applying for the position, please send the following information in an email to chris@xenonauts.com A writing sample (ideally sci-fi in nature) How much knowledge you have of the Xenonauts franchise and the X-Com genre as a whole (although having no knowledge will not disqualify you) Your proposed daily rate, assuming a 30 working day contract EDIT - applications will be closing at the end of the day on Friday 18th Jan.
  2. 2 points
    Greetings all, A little preface here on relative skill level: The issues I want to talk about get more obvious and more of an issue the better a player is, hence this preface. This is sort of an inverse of "Get gud". However, it may appear I am asking to make the game easier in general, that is not the case. I would like the game to be harder if anything, but at the end where it makes sense for it to be hard and not at the beginning where it doesn't. More on that later... A note on my own skill level: I've completed pretty much every decent strategy game on the hardest possible difficulty, that includes games like: XCOM (The originals, terror from the deep excepted as I never got into it), XCOM (The Remakes), Jagged Alliance (even the awful reloaded one), Panzer General, Peoples General, etc. Also, some hard realtime stuff like EUIV (One-tagged the world), Shogun II total war (Impossible Ironmanned it), etc. I also have a youtube where I do hardest possible turn based Ironman campaigns, though that is mostly battletech. If your interested in that or simply want to verify, you can find it at www.youtube.com/TheEdmon and I hope you enjoy it :). My two key issues with XCOM type games are thus: 1) In the early game no-one seems to know there is a war on and it determines everything. 2) Win-More, Lose-More gameplay. The early game: Most of these turns based games are won in the first 6-10 hours and the rest of the game is just a walk to the victory screen, provided you don't make some critical mistake. But if you are winning hard enough, early enough, the odds of a critical mistake drops: 1) You win early missions with no losses and get more stuff. 2) So you have more money to expand, upgrade and research faster, with no losses to replace. 3) You are powering faster than the difficulty curve due to the above and can afford more coverage (when applicible). 4) You win more easily, due to your powering, which leads to less/no future losses and more money. 5) The cycle repeats, with your A-Team carrying you to the victory screen often without any losses at all. Dont you know there is a war on? The early XCOM game has this weird tone, situational as well as gameplay issue. You start off weak, barely any better or the same as a standard military of the time period. Then the game pretends like other militaries don't exist or are unable to mount even the slightest defence. So, where you are and what coverage you can get early is all that matters. This means that (often randomly), the game is determined by how much of the early hostiles appear near you (so you can deal with them) and is a race for you to power up as quickly as possible so you can protect the earth. The game balance revolves around this, making it so that you can get more ahead very quickly because you are 100% of the force being exerted against the aliens. That 100% can be vastly different between a good player and an excellent one, let alone a weaker casual player. You are totally and 100% critical in the early game, so balancing that early game becomes very difficult. I have always thought a good way to solve this problem would be to have the player be more like 10% of the force in the early game. NPC Military, coverage, airforces, etc. So what if we do this instead: 1) NPC's have military bases, airforces, coverage just like you do. 2) There is a lot more alien activity in the early game, but NPC militaries can barely handle it. The scramble interceptors, shoot down hostiles, airstrike, etc. 3) You can place your base to try and protect a country with a weak military, like africa, or place it where activity is high to protect a stronger NPC so they are useful for longer... The early game then consists of a world at war against the aliens and actually holding it's ground. You are there, to shoot down what appears in your general area, steal technology, go on missions, etc as usual. But you are not 100% of the fight, more like 10% of it. Of course, as the game goes on, your technology improves and so does the aliens. But your human allies do not. So in the mid game, they start to lose and some very badly: 1) You can see NPC bases and interceptons getting crushed. 2) Gaps appear in earths defence, relations sour. 3) It becomes clear that you must fill in the gaps, protect your allies, etc. You can afford to make the general alien presence that much more, when there is a lot of NPC defence around to handle it. Taking the pressure off the early game. In the late game: 1) NPC presence is all but gone, now it's all down to you. 2) Difficulty can be much higher 3) You've had time to put coverage in place, but the pressure you are under can also be higher than in a normal XCOM like difficulty curve. In conclusion: The early game matters too much, player skill level cannot effectively be balanced for, due to the snowballing effect that is caused by the player being 100% of the force against the aliens. The tone is also odd, where is everyone else, don't they know there is a war going on? My thought is to try and shift this to the mid game, while also fixing the weird lore and tonal issues. What do you guys think?
  3. 2 points
    I think i came across one of the best ideas i have ever met: 3.) This game needs a shooting range where you can test your weapons against known and unarmed enemies Here is the orginal comment: https://steamcommunity.com/app/223830/discussions/0/1729837292629920778/ The idea would be testing range where you can load dummies, armoured dummies and later advanced robots into, including basic placeable cover. You can also load your real soldiers into the battle, equipted with everything you can currently produce. For you can either make them infinitely available, or, for the micromanagement enthusiast, produceable. Every dummy will have parameters you can set, with the dummies stat being the maximum. For instance you can produce a 2k hp dummy to test equipment on, but you only want to set it to 500 hp, you would be able to do that, but not to 2.5k hp. The dummy would have some equipment slots, mainly for armour, but not necessarily limited to that. Robot dummies would have advanced stats you can set like strenght, accuracy and reflexes. As an ultimate dark dummy you could even put a "living" being into the testing evironment, for testing suppression or psionic abilties. In X-Division terms you could now use your live captured aliens for live action trailers, you can strip of the armour of live aliens to test them on dummies, with the laboratory sensor giving you more feedback about every statistical traceable data you can get your hands on: Number of bullets missed, number of bullets hit, total damage, armour degradation, current armour (approximitelly or hidden), damage split up into damage types, suppression (on living species), and and and. You would be able to throw a Xenomorph Queen against a target equipted with Praetor/Sentinel/Wolf and see how well she does against it. You could equipt robot dummies with your weapons and perform live tests on living species. Tests could be shut down at any moment, but they would be succeptible to the same rules as real ground combat. If you accidently kill your own soldier in the training chamber he is subject the same mechanics as in a normal Ground Combat mission. No experience can be gained that way though. Eqipment used in the test chamber will be subject to the same rules as in Ground Combat, eg. if your throw an incendiary grenade you have 1 less in your base. Explosives could be tested this way, rockets can be tested this way. You could even use remnants of androns for testing purposes to discover new battlefield tactics and such. The whole testing chamber could be your own formable Ground Combat testing field, a mini Ground Combat mission so to speak. Research would be tightly tied into the testing chamber, with research unlocking new and better abilities to test equipment on. Better technology could slowly introduce mechanics to the player if they discover it during the training. This idea can be heavily expanded on and seems highly integrateable. (Clears throat) If the target goal for X2 is 20 to 25 mission per game than this feature seems to be big to be worth the realisation, eg. if youfinish the game in 20 to 25 mission ground combat needs to be more or less self explanatory. But a testing range would be perfect if you want to have a more sandbox like game and dont want to compromise on complexity. This and a well made tutorial would open up the game to new people, while advancing what the XCOM genre is standing for in a meaningful way. Not only for X2, but i also think Pheonix Point and other XCOM games could profit from such an idea. @Chris@Dagar@Svinedrengen@Phoenix1x+52
  4. 1 point
    I had some ideas for systems to "bring up" rookie soldiers, such that they would be useful as the game progresses and you can realisitically replace losses without throwing green meat into endgame combat... Idea #1 Organizational Experience Your men bring back their experience from the front line, they talk to others who have not yet been in combat, they provide training for the newer recruits. You could have a system where any experience that is earned in battle, is calculated and then a fraction of that (say 10%) is brought back and applied to new recruits. When fresh soldiers are recruited, this experience is damaged or reset, so you'd basically hire recruits in batches or waves. This makes sense, the next set of men are awaiting combat "around the corner" and are just waiting their final hiring into the main combat team. Once hired, the next set will need to learn and train. This gives you a reserve of decent soldiers (based on how much actual combat you've seen) awaiting recruitment. Idea #2 The Jagged Alliance Method As the game goes on, better soldiers are available for hire from more prestigous training schools for more money. Maybe your hiring "Militia" at first cheaply, but later gain the option to hire professional and even special forces soldiers. These will naturally cost more money, but come with better training and stats from the offset. This is much like how Jagged Alliance did it, as you could hire better soldiers for increased pay as the game progressed. The best soldiers would simply refuse to work for you until you've proven your worth. Idea #3 The Mentor System A buddy system where a recruit is paired with a more experienced soldier (must be 2 ranks lower) and gains experience at 75% of that of the soldier they are paired to. Effectively, your A-Team is bringing home their valuable experience for the B-Team to learn from, on a 1 to 1 basis. Fiddly to set up, but would be very strategic. Naturally, rank ups would occur only in combat, but stats could be gained which is the key thing. I know that at the moment there is a weapon training system, but I am not sure this would matter in the case of an A-Team wipe, since your stats will still be awful. So here are some ideas I had for methods to provide that experience without the super-training of XCOM:APOC.
  5. 1 point
    It's even more pronounced in my game due to the AP cost tweaks I made to the weapons. LMAO. Especially when the farmers/soldiers are grouped together and get surprised by a xenomorph coming through the wall. They all take turns blasting the thing with three or four shots each. It was really effective on the lower ranked or ballistic-ly weak enemies, but the stronger aliens just take it to the face and shrug it off. Awesome and lifelike, but even I have a sense of 'OMG, did that thing really just survive that?!'. Heh. On another note, is there still work being done to the research descriptions and xenopedia files? I've run across several blanks on both sets that involve mid-late game researches and subjects.
  6. 1 point
    I've had shock rockets splat targets. In fact, I stopped using shock rockets after that. One rocket wasn't sufficient to take out a Sebillian terror unit at the time, while a second rocket splatted them. I think I've had the same issue with EMP rockets, so yes, good changes.
  7. 1 point
    " Tested this once with 60 man hours and 60 engineers. It took exactly 24 hours to complete.": I assume it either took 1 hour or the task was 60 man days... Otherwise the efficiency was abysmal Good to know. Edit: What about this revised lab entry? "Laboratories allow a base to conduct research. Each Laboratory will house up to 20 scientists, who require both living space and laboratory space to be available before they can be recruited. Research is networked across different bases, so multiple scientists working on the same project from different bases are just as effective as if they were housed in the same facility. However, cooperation suffers from diminishing returns, so the second scientist on a project contributes only with 99% efficiency, the third one with 98%, and so on, because the scientists need to spend time to coordinate their efforts. As the research teams grow larger, management duties encroach further onto the effective time. The management overhead is negligible with a team of 20 scientists, but is severe at 70*. Finally: As laboratories are expensive and have unusually high maintenance costs, consider your finances carefully before constructing one. *Footnote: A recent research paper has suggested the management loss to be 0.4% per scientist for a 20 scientist team and 16% for a team of 70 (on top of the ordinary diminishing returns), leading to this formula: Average Efficiency = 100 - ((Applied Scientists - 1) / 2 + X), where X is the management overhead factor, which the research failed to derive an actual formula for. "
  8. 1 point
    Information regarding aliens needs to be readily available and handy to access, but certain hard numbers(not all) should not be shown. Knowing your foe is the best direction in understanding how to kill them without needing to test fire your weapons first in the field. It was always great to try out that new researched weapon without exactly knowing how it was going to play out and it could easily back fire which would take you back to the drawing board. Perhaps a small combatant to this would be hit point numbers that would show when hitting a target so you could learn how much damage is being dealt and with experience you could make better judgments. I dont mind a bit of a numbers game, but somewhat controlled. In regards to the alien info, in X1 it was revealed through alien lore from the geoscape usually in a wall of text(in a separate menu) that usually would only be viewed once or twice on initial uncovering. It possibly needs to be broken down so that lore is separated from actual alien stats or info like their strengths and weaknesses(similar to what Charon quoted but not in paragraph form). The big kicker here is that it could be additionally added to the ground combat so when new/existing aliens are revealed you can study them for initial info on how to kill them. For example, starting a new mission and revealing a Caesan you would click on them to reveal an expandable information icon or portrait that appears at the top of the screen. It could show a simple head portrait and a small list of known things about the alien. The more you play through and research certain things the more the stats are filled with known information and on initial first contact most of the stats would be classed as "unknown". It would give a real feel to actually wanting to know more about what your fighting rather than seeing them as a "new" alien threat that has increased health and a different skin(similar to an RPG but without the leveling elements). If you get into trouble, sitting back and putting a plan together before rushing your turn could better predict the outcome of the next turn. You might just find out that one particular alien is more aggressive than another, or one has different resistances/health and rank standings. This would make you try for the weaker alien first, raid his gun and then secondly take on the difficult more resisted one with your new alien tech. You would probably really need to add a more randomized stat system though for it to work so no two Caesans are alike. It would keep you on your feet. There could be many strategic possibilities and layers with this that i haven't even thought off.
  9. 1 point
    Thats actually something that we did in X-Division, or rather @PALU. Every alien captured alive gives a small report about their relative armour strenghts and weaknesses. On the subject of giving out concrete armour/hp/other values i strongly have to disagree. 1600 of pure testing hours on X-Division have revealed that you should make the foe as mysterious as possible. What is important in a video game is to capture feelings and emotions, not to make it a numbers game, at least not on the surface. This idea is not about solving a problem. This idea is about expanding the gameplay experience of the player to encourage experimentation and different approaches towards the game and life. Apart from the fact that its cool as hell to make the comparatively hard capture of a queen and then let it run amok in your testing range. Its about gradual teaching of gameplay mechanics, and a safe environment to test them. It touches upon the subject which most more complex games have been lacking: a tutorial and playful discovery and explanations of mechanics and tactics. Writing numbers into the Xpedia doesnt encourage players to experiment, rather the opposite. It encourages them to find the "correct" solution with numbers. But thats just my oppinion . Cheers @drages
  10. 1 point
    Yeah, there are some bugs. You can (or maybe could) get back downed soldiers from an unsuccessful base raid, for example.
  11. 1 point
    Happy Christmas / New Year everybody! The various members of the Goldhawk team are starting to arrive back in the office after the Christmas holidays now, and we'll be back to full strength at the start of next week. We were all working rather hard towards the end of the last year with the beta launch and the flurry of bugfixing immediately afterwards, so it's been good to have a bit of a break before we get straight back into it this year. The launch of the closed beta was a big success for us, as we achieved exactly what we wanted to achieve with the first build - to test that the foundations of the game and identify the bugs and areas of the game that weren't working properly. As we expected, there were a LOT of problems with the first build (there always is) but the community was extremely helpful in terms of reporting bugs and that allowed us to a fix a large number of issues very quickly. Something like 80 bugs total and 15 crashes got fixed in just over one working week post-release, and although there's still quite a few issues in the game that will take longer to fix, the stability is certainly much improved! For the final working week of the year the coders took some time to refactor the codebase and work on some required backend things we'd been putting off in order to concentrate on fixes and polish for the beta. We're now starting work on the V2 beta builds, which will expand the playable time somewhat and add some additional content - but are primarily intended to test how well the game can deal with multiple consecutive missions. Things like the soldier stat progression, wounded units healing, etc. Once again you shouldn't expect this to be a particularly playable build but it will be slightly more playable than V1 was. At this stage I'm not completely sure what the timeline for V2 is going to be, but I suspect it'll be about two weeks after everyone is back - some time around the 22nd January. I'll post a longer update as the release window gets closer and I have a better idea of the intended feature list, I just wanted to tell everyone that Goldhawk is now open again for the New Year and we've started work on the next build!
  12. 1 point
    This basic mod removes the red, human blood and gore from Xenonauts. by replacing it with a blue colorized version to simulate the 'blood' of human-designed combat androids. Included are some optional files to give the human soldiers (non-annoying) robotic death-sounds as well as some 'Footage Destroyed' screens for the more unpleasant autopsy entries. Unfortunately, I'm not an experienced mod creator, so you may need to unpack the files and move them to their appropriate directories by hand. Just follow the file-paths included. Nexus-Mod Page can be found here: https://www.nexusmods.com/xenonauts/mods/35 BloodBGone.zip
  13. 1 point
    @Mr. Mister The way things work makes it impossible to get lore to show up in a "correct" order on every play though, because technically entries depend on only a few requirements being fulfilled, and those requirements can appear in a wide variety or orders, while the texts are static, and can't take what's already available (and what's not) into consideration beyond the research order dependencies. If you try to ensure a strictly logical order, some paths will get stalled because a particular item didn't happen to show up, resulting in the player sitting with an empty research facility and a stalled development until you finally find that elusive key research item that unlocks research again. There are still research bottlenecks that can cause trouble, such a e.g. consistently failing to get e.g. any Sebillian missions (because the RNG didn't generate them, you failed to shoot them down, or they all had to be downed into the drink [or because you just had to play in in an oddball way to see what happens]). When it comes to preexisting lore entries I've massaged them, but left them mostly intact (removing/replacing/correcting what's definitely incorrect when detected), which means some things may have been a little scrambled when X-Division has adjusted the research conditions. That's an explanation, not an attempt at an excuse. I haven't tried to analyze the dependencies to determine where the current research order means entries ought to be reworked. Alenium is found very early, and you can get it independently of reactors, so if anything, the reactor description should be reworked (and I think both the core of the texts and the research order is essentially from the vanilla game). I've made an attempt to decouple the entries from each other: "Despite only being the size of a household fridge, the power unit recovered from the UFO still produces enough energy to power a city the size of New York. Surprisingly, however, the device proved utterly inert once switched off - not even appearing to radiate heat. The construction of the device is equally peculiar. It consists of a cylindrical outer casing of alien ceramics, the interiour of which is dotted with hundreds of tiny laser emitters. Sitting inside this is a rotating inner casing that is packed with a lattice of Alenium crystal. Preliminary scans suggest that there is an almost incomprehensible amount of energy stored within these Alenium crystals, despite the lattice being no larger than a football. The rest of the power source contains little of interest. All of the materials used in its construction have been encountered in larger quantities elsewhere in the hulls of recovered UFOs and the machinery itself is not overly complex; studying it has yielded nothing worth commenting upon. The only discovery of interest is the sea of identical laser emitters covering the interior of the outer coating, which probably is key to releasing the energy stored in the Alenium. Studying a couple of examples have provided only minor advances in our understanding of laser technology, mostly in the areas of beam focusing and miniaturisation of optical amplifiers. I very much doubt that the aliens are unable to produce far more powerful laser emitters, suggesting that they have deliberately been designed to only emit low intensity beams. Finally, I understand you have received a request (from personnel in a department which will remain nameless) seeking to prevent me from dismantling such devices inside the base in the future. I must object to the repeated usage of the phrase "reckless disregard" and I can assure you I am no more keen to end my life in an enormous fireball than anyone else in this base. I therefore request you tell the staff concerned to stick to what they know (i.e. building things, making unintelligible grunting noises)..." and "Alenium is the fundamental power source behind all alien technology encountered. It is a translucent yellow material that resembles amber in appearance. Detailed analysis of Alenium's molecular structure reveals an incredibly dense atomic arrangement, allowing the material to store energy in quantities previously thought impossible without resorting to fission or fusion. Despite this, the material remains inert and has a half-life of nearly a trillion years. It can be cracked if enough mechanical force is applied, but this will not cause an energy discharge. This can be explained by the exceptionally stable arrangement of atomic chains, which also contain a clue as to how to unlock the energy trapped within: each chain contains regular "weak" bonds that can be broken with precise application of energy. By specifically targeting and breaking these weak bonds with a laser, one can easily generate a controlled energy release of virtually any size. This leads me to believe that Alenium is no more than an incredibly advanced alien battery. The molecular structure is not one that would occur naturally nor contain any inherent energy of its own, but it makes a perfect method of storing the output from a far greater power source. As we have no way of recharging Alenium and will almost certainly be using it to power any new technology we develop, we should make an effort to recover as much as possible from UFOs and alien ground forces."
  14. 1 point
    Better? "Commander, I am sure you heard about the little commotion by the hidden, main surface entrance to our base the other day. Let me try to fill you in on what happened: A Caesan, dressed in the red shirt of a non-combatant, approached our gate guards with his hands in the air. He spoke to them! He actually spoke to them! Thankfully, one of the guards on duty was a soldier who has battled the Ceasans before, so when the Alien came up to the guards and and tried to talk to them, that guard thought it very odd behavior so he “subdued” the specimen for further study. By subdue I mean clubbed him on the head until he stopped moving. I am thankful that the big oaf who secured our specimen didn't hurt him too much... After I had had a long talk with him in our isolation chamber I found out some very interesting things from him. For the sake of brevity I will just give you a synopsis of our conversations. I started the interrogation off with asking him how he had found out where our base was. He stated that he was on one of the small UFOs that they used to track down the area where our interceptors were coming out of. He convinced the pilot to set the UFO down in the area so he could collect some samples and he then detonated the UFO's Alenium power source, killing everything else on the UFO. After a few days and some fumbling about he finally found the area where our base entrance was located (he was wearing a crude breathing mask that protected him from the usual oxygen toxicity aliens otherwise succumb to). Apparently, the aliens are not as cohesive as we once thought they were. He claimed that he was with the Caesan rebels who were fighting against their masters. He also stated he was the last known rebel that hasn't been captured by the loyalists, as they raided their main headquarters on their home planet. He joined the loyalist invasion army heading to Earth and planned to get in contact with us to help us against the loyalist invasion. I wanted to see if he could get us access to some of their equipment so we could do some more testing on them. Unfortunately, after much discussion, I found out he has the equivalent rank of a scientist and is part of their alien support team, very similar to the role we have in X-Division, Commander. Although that is not a bad thing, this means he doesn't have a lot of authority to request any kind of munition or equipment drops. He however told me that he is one of their linguists and has a brain implant that can translate his psychic “speech” transmission into actual verbal voice of any language he wants. It is a very complicated implant that runs off of the Alenium in his blood stream and it can't be removed without killing him. He told me he can speak to any of the species of the alien invaders, including the Reapers, although that species lack the intelligence to do much of anything but be trained for violence (much like our soldiers here at the base). When I showed him a deceased specimen of a Xenomorph, he started trembling and told me that this must be the new bio weapon the loyalists have made, as he has never seen anything like it. I think we can trust him, Commander. Based on their attack patterns, I highly doubt the aliens need to stoop to such nefarious ways of wiping us out as to send us an undercover agent. He could give us a significant edge against the aliens and his abilities will help us immensely. Plus, we don't have a lot of options open to us and I think we should take any and all advantages we can get. Obviously, trust is a commodity in short supply these days, so despite trusting Paul, that's the human name he's adopted, we keep him in shielded facilities at all times to block any potential communications."
  15. 1 point
    While I believe the text is correct technically, I agree it's hard to understand, so I'll rework it. The box movement wasn't changed that long ago, as I've seen them move, but it's true I haven't seen that in quite some time (and I've never seen roboreaper boxes move, if they've ever had that capability).
  16. 1 point
    Can you revise that a bit ? "And so we cant predict the timing of the release." or another revision. Boxes are no longer able to move one tile, i i think i reduced their TU from 5 to 2 long ago. While they do not register as hostile units they still trigger reaction fire, "I saw that box moving, so i shot". But since they cant move anyway you dont need to add this, just so you understand the "ghost" ability. @PALU Merry Christmas everyone and i wish you a good happy new year.
  17. 1 point
    On the 10 o'clock news, people are questioning the combat tactics of the xenonauts. Why do they stay crouched behind cover and not do anything whilst the aliens shoot them? Sources inside xenonauts are reported to have said this customary, the aliens will also stop doing anything and let the xenonauts shoot at them for a bit.
  18. 1 point
    My experience is based on the difference between playing X1 and XCOM2 and in fairness probably is in part ranting about X1. If I had to guess I would say I am probably on my 40th playthrough of Veteran Ironman by now - I get a little further each time. I agree that XCOM2 was too forgiving, particularly in the late-game when there was an abundance of money. But I think a halfway-house between both would be good. I don't mind the player being punished to the point where they lose, but at the moment the player could lose even if they are playing a brilliant game on the strategic layer, just because of one or two bad decisions. As an example, in my last game it was early Feb when my Shrike was downed (I stupidly decided to play out the engagement between my condor and a heavy fighter, something I usually win) on the way to an alien base. I then couldn't defeat the alien base with what was left of my A-team and B-team. In retrospect, I should have extracted the bodies of the second squad from the base before getting completely wiped in order to keep the weapons, but seeing as all my best soldiers were dead I could no longer be bothered. So I gave up even though I had ~$1 million, all continents and ~full coverage. I didn't really see how I could win with only pvts left. To me, that penalty feels too harsh for what was essentially a very small number of poor decisions. I know it's Veteran and it should be hard, but there is still a harder difficulty... Edit: I would also point out that this isn't a rant based on a single playthrough. It seems like every time I fail it isn't because of general bad play over a sustained period, but a single, cataclysmic event that is very difficult to recover from. E.g. my first terror mission, base randomly attacked etc. I guess it would make more sense to savescum the game first rather than play blind, but it just doesn't seem right.
  19. 1 point
    It can go south really fast, but if it does, it is not that 'you could do little about it'. Prepare better, learn the underlying systems and use that knowledge, retreat if a mission does not go well instead of getting everyone killed, and don't go on missions where you expect heavy losses. The cure is not to get squad-wiped with your best troops. Retreat! Then how about not only having a single A-team with no useful soldeirs in reserve? You can drag the corpses and/or weapons of your fallen to the landing craft and retreat with them, which saves the materiel. All that said, yeah, an easy mode where you could hire more experienced soldiers sounds nice. But you are already playing on veteran, so you can either suck it up, learn from your mistakes and do it better next time or play on lower difficulty first. Personally, I think if it were not for that hurdle of inexperienced fresh troops, players would whine about some other safety net they would want not in the game, and so on and so on...
  20. 1 point
    I think being able to hire experienced soldiers is a bit of lorebreaking and casual - Xenonauts are the only force actively going on against the aliens. Thats why your recruits are inexperenced despite being best of the best in "normal" military - they were trained to fight other humans not the aliens. But I agree that there should be some way to get recruits who are not privates. What if surviving local forces encountered on terror sites and other missions will have a chance to be be inducted into your ranks? They would volunteer to join your force to be able to avenge their fallen comrades, sent to you to maintain secrecy(might be the case regarding police officers and security guards) or as reward by local government. That will also give player more incentive to actually go on and fight aliens instead of letting local forces to soak damage from the invaders. And that will also make sense lorewise - as these people had actually fought aliens and survived they will be more accustomed fighting them then fresh rookies.
  21. 1 point
    I've tried to look at the antimatter researches, and they seem to be correct (I haven't looked for typing errors, but I've split the line so the 3 cases lie under each other, which should highlight any differences, but I would probably have missed errors generated through cut&paste of the first condition). It can be noted that the alien rebel requirement seems to be completely redundant, as this happens automatically without player action as far as I know, which means this requirement will always be fulfilled at the time the other conditions are met. It can be noted that the alien fusion reactor appears in both of the two latest researches, so it's a 3:rd phase tech used for a phase 4 research requirement, but I don't think there's a phase 4 equivalent, and the other conditions are probably sufficiently restrictive. Thus, the requirement probably doesn't add much, but it isn't harmful either.
  22. 1 point
    I may have a set of suggestions that let us have some of each side in the discussion. Hear me out with this crazy set of ideas. We start off with the Bot say MK1 your sort of bomb disposal frame and let's stick a weapon on it. Since we need to start small and clandestine then we all agree this robot should be no larger than an infantry unit, so it fits into the transport slot the same as if we folded a seat up and parking it in for the trip. The MK1 would be a good scout and expendable it can travel as far as its motor will take it load-out wise with for scouting say a SMG and better sensors with longer vision to find the enemy or for firepower give it an LMG and have it suppress the enemy to harass and draw fire off the squishier troops but with shorter or more focused vision. That would be the basic job to do it’s a gun on wheels literally the Shiv from Xcom:EU. But then branch from there and give it a different weapon package or load-out. You planning a raid on a base do you may want a moving HMG that can hose down a corridor to prevent a flank attack? What about having one with a GMG to soften up group of enemies in the open during a UFO assault? These heavy weapons would have to be deployed to be used and if it’s something heavy then the inaccuracy of the weapons would help balance the rates of fire and or damage potential. I know someone will be thinking then you can just go with the GMG’s and paste everything, but you could give every rookie a stack of grenades and get the same effect but with more giblets and body bags and the same amount of useless scrap and remains that aren't suitable for study. What about costs though since we are building these things in a workshop even if say we use off the shelf parts most of time they won’t be cheap but we should be able to make them just cheap enough that they can earn a return. We could be able to save costs by salvaging our destroyed units for parts if we bring back the wrecks. There are a few ideas in other threads to let us enhance things as we go such as development projects to give small buffs to things as the game progresses these could make the Bot more than a mobile gun. Do something like have the targeting system reworked to raise the accuracy somewhat, add new motors to let it move further or such. The idea to let us upgrade buildings to do certain tasks with greater efficiency would we could be able to upgrade a workshop to a Bot factory and reduce cost/time to make a new unit or do we make a salvage center and recover what we can to prevent needing new units from scratch. To keep the units with us later into the game let them gain more specialized equipment as we progress and adjust it for different play styles. Do you use the Bot for tanking for your team with an armored chassis and a heavy gun or could you use it as a mobile rearm point carrying ammo for that grind of a mission you know your guys will need extra ammo for? Do you take two with your team every mission that are expected to die and be replaced with the next number along on the shelf? For those in favor of a larger unit with more health and firepower to bring to the fight why not have those units a bit later down progression. If we have the larger units say mid game then at that point we should have the second transporter could we have modified it carry a larger unit behind the troop bay in the open (like the Pelican from Halo) This would let us bring a larger unit and or more troops without the question of how a covert force is bringing an LAV to the battle coming up. To stop us and the enemy from doing as Chris mentioned and bringing launchers to every fight we need to either make the rounds heavier, so we carry less, less accurate against smaller targets or bill us more for clean up if we go and level the town since we've done the enemy's job for them. In following that point if we start to bring these larger units to the fight then the enemy will start to bring their own AT to stop us. Theirs would be balanced by having the same drawbacks as ours better at killing one thing and have a recharge between shots to stop it from spamming to kill our troops. The enemy should have their own AT outright if only to counter local forces if we deploy to a military base under attack then local forces could roll out a jeep or LAV with a weapon on it I’m not sure why they would not if they don’t have to worry about transporting it there. The enemy AT would balance bringing a Large unit to enemy bases or difficult terrain by the fact that a large unit can get damaged and or destroyed easily by an enemy in say a side corridor popping up and striking the side of it if we don’t sweep and support the unit properly. Health and repairs are the final point for me to ramble on about In Xenonauts the vehicles repaired for free at the end of the mission that broke some of the “Realism” after all your Scimitar could have just made it back from a bad mission and be still smoking but if you get attacked a minute after it gets into the Garage then its back to the day it was built. If your squad is all Bots and they come back on one health each and just roll back to the transport without a scratch after a fresh coat of paint on them for the next mission, then the game leans more towards Bots since they can just roll back from the brink of death. That would need to change but before anyone complains that all you need to do is swap the damaged parts, buff out the dents and hose off the blood etc. Think about how much time would need to be spent striping down a Bot of all the damaged stuff sorting replacement parts and installing them then testing them to be sure you did find all the damaged stuff. We may be able to off set this by having a repair bay to streamline the process and get damaged units serviced faster but still with some time to get it fixed. I figure this part is more for a hard mode, but I’ll say it all the same. What stops you from taking the same bot with each squad why not just have a few good Bots say one per team and save yourself the cost and hassle so long as they get fixed in time for the next operation. One-word maintenance if the soldiers now have fatigue and stress the Bots version would be their need to be maintained to prevent them from wearing down overtime. This sounds like repairs but think about the stuff that’s not been broken and replaced but survived only to breakdown after so long in use. Maintenance would be something the Bot would lose overtime until it stops working and needs to be serviced. That means that a Bot will need to be checked and have its maintenance done to keep it in working order to stop you from just chucking the same bot right back into the field with new parts mixed in over and over. So to summarize my ideas. Start off with Bots as off the shelf things we bash together in a workshop to save the new meat but good enough to spend the time and resources on if we want to use them and not needed so much for those who don't want to. Give the us the options to make our Bots better overall but raise the costs or to make them cheaper to replace so we can use them as expendable units like scouts or guards to soak up hits our more experienced forces. Larger units must infer larger costs and be moved to the mid game BDSMOverdrive pointed out that the new system to limit high power gear for a mission could be used after all you can have the laser team, or you have a mobile pillbox to push behind with a conventional rifle. AT and heavy weapons and how they affect game flow could be adjusted such as needing an ammo bearer for a squad’s weapon operator to balance the potential damage with low ammo capacity and or higher consumption. If Bots are to be effective they must be able to do some useful role's such as a weapon carrier early game and gain new equipment alongside regular troops. Stats such as ammo capacity and AOE can be matched to a weapons role and effect. After all a single HEAT round may kill an enemy and his buddy next to him but if we use up all the ammo during the first firefight then we will be done for when some enemy heavy shows up. We could have large units as friendlies in certain situations like defending a regular military base not for every watch post or farm though it would need to be proportionate to the area we are fighting over. Enemy forces should have their own versions of ours regarding AT to be used sparingly but such that we can’t get careless and try to run them over with the LAV Bots need to be balanced against our forces as well regarding repairs and down time after all if we can just have the squad of mobile gun turrets fixed faster than most cars can be serviced then our Bots start to push farther and farther ahead in usefulness. If you made it this far congratulations and feel free to throw any suggestions about this madness I have written.
  23. 1 point
    Short and easy suggestion: Can we have some kind of function that shows us again what happened in the Alien turn? Either some replay function for that portion or some markers on where aliens were spotted, where shots came from, where the enemies were last seen and so on. The reason I am asking is that during a mission of X1 (X-Division) my brain keeps treating the alien turn like mini holiday for some reason and shuts off short term memory of some of the sensory data coming in, resulting in me not always knowing what the hell went on there or how exactly that soldier died. As this is a tactical game I am grudging not having all the information, even if it is my own fault. On a related note, a forum section for such small, rather easy to implement suggestions and/or QoL stuff could be quite beneficial.
  24. 1 point
    Actually Night Vision Goggles (NVGs from here on out) could be used in a specific way without making them pointless. Since every soldier has a specific cone of vision, which gets reduced at night, NVGs could bump it back up to normal, but make it narrower. Like what wearing Predator armor did in X1, just narrows the cone of vision. So it would be a matter of either being able to see in a 90° arc but only about 15 feet ahead, vs wearing the NVGs and seeing 30 feet ahead but in a 45° arc. As an example. With a narrower, longer cone, you could potentially go right past an alien, but with a wider, shorter cone, you run the risk of things just outside your view taking pot shots at you and running away. And more still, fires/flares and the like have negative impacts on NVGs. They flare up and make it impossible to see. There could be some interaction between flares and fires with NVGs so that you really have to think about which you want to use, NVGs or regular vision and flares.
  25. 1 point
    You didn't seem to mention any carrot after that. Do you mean something like peak performance? I think an excellent use for the stress mechanic would be a soldier being "in the zone", where if the stress level of a soldier is sitting in a certain golden range (not too stressed, but not too calm) they have a boost to their accuracy, bravery, reflexes, and maybe even their XP gain since they're paying more attention. The bravery boost keeps them in the zone fairly well, but if their stress rises too high they lose that bravery boost and become more susceptible to a stress spiral. Medals gained from their combat experiences, especially the purple heart, could expand the range of stress values considered "in the zone" maybe even to the point that they're "in the zone" on the very first turn before they even leave the dropship. Just like every war movie where a new recruit joins the platoon, and his optimism makes him ineffective compared to the veteran soldiers who are constantly on edge.