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  1. 2 points
    Heh, I've been explaining this concept for almost a decade now and I don't think I've ever managed to express it as succinctly or as effectively as you did there
  2. 2 points
    I like the idea that soldiers who engage in missions against the aliens can come down with diseases (as well as wounds). The idea of research in the bio-sciences makes my brain all tingly. Other traits (off the top of my head): - Survivor's Guilt from high-casualty missions. - Walking Dead for troops that have just been revived too many times. - Strong Heart and Weak Heart that affect the chance to be revived. - Jaded: Too many high casualty missions, the soldier no longer suffers morale penalties from other soldiers dying. - Psychic: The soldier is a conduit for mental energy, and thus easier to affect with Psionics. - Civilian: The soldier has an X% chance each round to be doing "other stuff", and not able to act (or Suppresses themselves).
  3. 2 points
    Once you stop seeing the entire world as a single unitary block with a collective consciousness I think it becomes a much easier sell. Plus you only have to look at the debates around the scientific claims that smoking was harmful / climate change is being caused by human activity to see that it's easy to muddy the waters of public opinion, irrespective of what "facts" are put forward by each side of the argument. In most cases people find the facts to support what they want to believe, rather than vice versa. Now imagine that the aliens have infiltrated elements of the media and world governments, and are actively trying to discredit the notion that aliens exist. Instead, they're pushing conspiracy theories like the narrative that one of the two superpowers has developed a secret weapon and is regularly using it on their opponents, whilst staging hoax / false flag attacks against their own people so as not to arouse suspicion. The photos of aliens are doctored; the witnesses are just government stooges. Indeed, the aliens might not even need to discredit the theories themselves. If I was living in the UK at the height of the Cold War and one of our aircraft carriers disappeared in mysterious circumstances, and the government explanation was: "Aliens did it, but all we have is few grainy photos to prove it", I'm not sure I'd believe that. If elements of the local media were accusing the government of being soft on Communism and covering up a Soviet attack because they were frightened / secretly supporting a Communist takeover then I might give that some serious thought. It's not likely, but is it more likely than a secret alien invasion? Might well be. Similarly, the Xenonauts can have powerful political support but that only needs be from a few key figures, ideally in a cell structure ... if aliens are infiltrating governments, you don't want a lot of people knowing about the Xenonauts. The aliens might not have enough power to take over the world militarily, but they certainly have enough power to wipe out the Xenonauts if they find them. The whole "men in black" and government conspiracy lore is a rich vein, particularly in the Cold War. I think this type of setting is actually a much better fit than the outright warfare in Xenonauts 1; mechanically it doesn't have to change the game at all.
  4. 1 point
    Hello all. I've played the latest version of Xenonauts 2 (0.11.0) and want to share my opinion so far. First, secondary weapons. You added a key to swap easily weapons or items for fast use. I really like this concept. But two cons i think: unlimited munitions is a very bad idea. I think this kill the purpose of having to choose more mags or shots for our secondary weapons. Also, i would introduce a system like this: In your inventory display, you could have one slot that could be a QUick Access Item Slot (QUAIS). This could have the benefit of reducing half the cost of TU for the switching, but can only place one item per QUAIS (Assuming different armor could have different size of inventory and slot available.). Let's say i have a rifle, a pistol and a medikit. A normal switch would cost 10 TU, but switching from a QUAIS would cost 5 TU. Placing a item back into the QUAIS also cost only half. So i have my rifle, switch to the pistol only cost 5 TU. But then i switch to the medikit in the backpack, 10 TU. I place the pistol back for 5 TU. This is only a example, actual numbers and process are up to you. Overwatch. I saw a few occurences where a human soldiers and some aliens too, will fire overwatch while having teamates in their line of sight, injuring/killing them. They should do a check if there is no chances of hitting allies. Medical. I think adding medical systems to the game could really expand the possibilties of gameplay. Basically, instead of relying only on damage leftover below 0 to determine the dead/knock out state, you could add a system where we can do a check up on downed soldiers and take actions from there. Another example: A soldier get downed. Medic soldier come at his position and do a check. The guy can be dead, where no actions can be taken. He can be in critical state, so dead in just a few turns if not took care of immediately. He can also be unconscious, where he can be bleeding or not, and will wake up after some turns. The only way to know the state of a knock-out is by doing a check with another soldier, or having some technology that can display his status. (Advanced suit, specific monitor gadgets, etc...) Critical soldiers could need specifics items/training/role to be stabilized. So like morphine, patching, injections,Transfusions, whatever... This would only stabilize the wounded soldiers and could take a few turns, depending on technology and medical training of the soldier. Some technologies could even bring it back up on his feets. The unconscious state is basically a state where the soldiers will wake up by itself after a few turns, but he can be bleeding and need some other soldier help to wake him up or patch him up, so that he doesn't bleed out and die before regaining consciousness. Some aliens (or humans) weapons and gadgets can do knock-out's like this, non-lethals weapons like taser, sleeping darts, etc... That's pretty much it for now.
  5. 1 point
    I enjoyed Xenonauts 1 immensely, but for Xenonauts 2, have the following: - soldier inventory similar to JA2 (specific slots) - weapon attachment (like in JA2) - friendly troops and missions involving them - localized soldier damage. Mangled arm that reduces aim, mangled leg that reduces movement, etc.. - to tie with the above, a comprehensive armor scheme (front torso, rear torso, head, left/right arm and leg). Each body part has it's own armor value and armor HP. - more organic weaponry - different weapon types behaving differently, rather then being clear tiers. So plasma has short range, but is powerful and deals splash damage.Lasers are accurate but not very powerful. Kinetics are relaiable and offer high RoF. So no tiers that go kinetic-laser-plasma, but rather technological progression within a tier. For example: TIER1: - continuous lasers (your basic beam. Since it's almsot impossible to miss, the %to hit affects damage done. "Will I hit it" becomes "how long did I keep the beam on the enemy?" as the enemy tried to dodge) - basic kinetic weapons (the "research" is actually searching for and selecting the best weapons that are available in the world at the start of the game. "Hey Xenonauts, we found that the HGK-416 is the best suited, sop ti will replace your M-16's's) TIER2: - pulse lasers (mechanically, works the same as a gun. Think lasrifle from WH40K: DoW) - advanced kinetic weapons (new guns, more modern look, better stats) - basic plasma (prone to overheating, bulky) TIER3: - UV(purple)/X-ray(blue) lasers (better stats, more modern look) - hypervelocity kinetics (coilguns/railguns) - advanced plasma - advanced kinetic munitions (HEA, HEAP, etc.. rounds)
  6. 1 point
    No. Look into your equipment screen. What is bugged is that the one time manufacture doesnt disappear after the second research. This is going to be fixed in the next XCE version.
  7. 1 point
  8. 1 point
    I guess you mean this ? Actually it was 4, 2 survived. If you put the KI in a humans hands you will hardly find a better tactical approach, no ? Not being aggressively predictable so that they rush you everytime, but also not predictable in the defense behaviour. Just the right mix of offense and defense with the right motivation to take a risk if it can kill a xenonaut. People wanted a better AI, here you go .
  9. 1 point
    @BHef You should already know that Xenonauts Main Science Officer was based on Charon or at least his sense of humor.
  10. 1 point
    It's interesting that training has been brought up in this thread, because training was something that was hashed over again and again during the development of X1, and it's something that has been tried in a variety of ways in other X-Com-a-likes. The fundamental assumption behind training appears to be: "I put X solider(s) into training. They are unavailable for Y period of time. Once Y period of time has expired,, they acquire Z bonuses". There are often things built upon that. Soldiers may need to acquire some form of resource before they may take training (experience points, training points, yogi master points, etc.). There are often rules about when they can take training (not wounded, not dead, not host to a bioweapon, etc.). There may be conditions to meet for certain kinds of bonuses, and requirements to meet to get training in the first place, but strip away all the surface layer stuff and each time training has been tried in an X-Com-a-like you have the same three postulates - take solider X, remove them from the game for time Y, acquire Z bonus at the end of time Y. X-Com Apocalypse's training only required the player to build a training room. When a solider was sent away from training, they improved their stats. As the bar to entry was so low, a decent strategy was to make a training base. Recruit soldiers directly to the training base and have them train all the time. They would improve their stats without the risk of losing them in battle. What training did in effect was to speed up the time needed to have soldiers with good stats and provide a pool of soldiers which had good stats without having to grind missions to do so. Depending on your perspective as a player, that could be good or bad. If you didn't do well, or experienced a party wipe (and party wipes in a game like Apocalypse are serious, when you can control 30+ soldiers in a fight!), then having a ready pool of soldiers with good stats and having the capacity to take more soldiers and prepare them without grinding missions is a good thing. On the other hand, if you're doing well, then having a pool of soldiers which can have comparable stats to the soldiers who you do missions with is a slap in the face of the player - what's the point of playing well and preserving your soldiers when you can just train a bunch of guys up for no risk? The AfterX series took training in the opposite direction. Training required three resources. Experience points, which were traded in for levels, which granted two other resources - stat increases and training points. Both stats and training points were necessary to acquire skills. In Aftershock, you selected a profession for your solider, based upon the stat requirements and the training points available. In Afterlight, you picked skills based upon the research you had carried out. Skills were mostly based around unlocking. Combat training did not usually provide stat increases. Instead they permitted to soldier access to something they couldn't do before, whether it was a special ability, a physical action, or something else. In Afterlight, for example, you could not crouch in a spacesuit without the appropriate spacesuit training. In Aftershock, you could not get access to entire weapon categories without training in the appropriate profession. Some skills in the AfterX games were considered mandatory. In Aftershock, if you wanted to heal someone in battle you almost always needed a solider who had the medic profession. In Afterlight, in order to perform certain basic movement actions, such as crouching or running, you had to have spacesuit training. Aftershock's system of training was closer to XCOM's system of class-based leveling up, in that without the appropriate profession, you did not have access to certain weapons, nor did you have access to certain special skills unique to the profession. Unlike XCOM, professions were not locked in from the word go, and a character could be trained in three different professions at once. This was a complicated system, First you took your soldiers into battle. Then if they earnt enough experience points, they levelled up. Then, if they had enough training points AND the appropriate stats AND the correct research you could select a skill for them to train in. Compare this to XCOM - earn enough experience points, get a level, get a skill. XCOM's system of getting skills is much more accessible than the After series, but the AfterX series created greater investment in the character. You had to work to get skills for a soldier, so every skill gained was that much more appreciated for it. In the Apocalypse model, training exists to get recruits up to speed quickly. Soldiers in Apocalypse are considered very replaceable. While it's good to keep soldiers between missions, it's not necessary as each solider is defined only by their stats and if you have a mechanism outside of running missions to improve stats, then loosing a solider is not that big of a deal in the cosmic scheme of things. In the AfterX model, training exists to act as a speed bump and a means of personalizing and investing a player in their soldiers. Each time a solider is able to train, they can then do something that they cannot before - run faster, jump quicker, use weapons they didn't have access to.....and crouch. At the same time, XCOM showed that it wasn't necessary to jump through the hoops that AfterX set up, by disposing of training and just allowing soliders to get something each time they levelled up. The feedback loop in XCOM is shorter because the intermediate stage of training is removed. What would the Xenonauts model be? Well, one must ask all sorts of questions. For example, where will the bulk of effort in improving soldiers come from? Does it come from completing missions? Ground combat is the meat of Xenonauts. The strategy section exists to serve ground combat, so it would make sense to put the most rewards into ground combat. However, if ground combat is where soldiers will progress, then the most effective strategy to improve soldiers is to delay the progression of the game while grinding out as many missions as possible and to behave in ground combat as conservatively as possible to preserve soldiers. That was seen during the development of X1 even though the grinding was boring, because people tend to prioritise the most optimal strategy to win over the most fun. Training then might be a tool to lessen the desire to grind out as much as possible by making alternate routes to progression available as in the Apocalypse model, rather than acting as a gatekeeper to progression as in the AfterX model. What kind of progression is there going to be? I can't find the post, but Chris has previously said that progression is going to be small increments to specific stats and equipment. E.g. getting a +bonus to shooting with rifle-class weapons, for example. If that's as far as progression is going to go, is it necessary to have a training mechanism at all? And another question to ask might be, is the accepted model of training (solider X goes away for Y days to get Z bonus) an appropriate model for Xenonauts? Would a different model better suit the game? Perhaps a more interactive model, such as a minigame? But would a minigame become tiresome? Would it be better to turn the training trope on it's head? Instead of sending a solider away, you bring a training officer to the solider. Perhaps you have to hire and schedule a training officer to turn up at home base. When the training officer turns up, any solider who stays as home base gets some training. Anyone who has to go out on a mission doesn't. That would work pretty well in a turn based strategy environment. What do you think? What would a good model for training in Xenonauts be? Should there even be one?
  11. 1 point
    We're not planning any sort of multiplayer or alien campaign until we've released the game and we're looking at DLC options - and sadly even then it's rather unlikely. There's an immense amount of work required for multiplayer functionality even if the game code supports it at the fundamental level (which I believe ours does), and I'm really not sure the game mechanics and campaign structure would work that well if you're playing as the aliens ... although admittedly I've never given it that much thought. So maybe you'll be able to tempt me into some kind of alien campaign DLC post-release, but I'm not even going to consider it until then
  12. 1 point
    1) Reapers should have a lower chance of instantly killing your soldiers if they have better armor equipped. I disliked how in xenonauts you were just as vulnerable to Reapers at the end of the game as you were at the beginning of the game. 2) Interceptors should not take so long to refuel. It took far too long for planes to rearm and refuel in xenonauts. Three UFOs would spawn and I'd take one down then have to wait three hours for my planes to be able to take the next one down, and while Im waiting the UFOs are causing havoc and lowering my funding, which then affects my ability to get new planes which would help me combat all the UFOs. 3) I'd like to see more variation in alien creatures. The aliens in xenonauts were all two legged slightly human looking creatures, and that made them boring to look at. For example maybe try to make the Wraiths look more raptor like, or maybe make a new species that is just a mass of tentacles. 4) When a civilian is found and they cant see any aliens they should try to make it to the xenonauts dropship and hide there. This would help keep the citizens out of your way and keep them safe. 5) Some more lore oriented research. 6) Give the head researcher a Nobel prize. He deserves one. Thank you for taking the time to read this. I'd love to hear your thoughts on my suggestions.
  13. 1 point
    This is actually something we're looking into this time around, although it'd be a relatively simple system that allows you to make minor changes to each piece of gear if you want to - e.g. do you want to pick a close combat scope for your rifle, or a long range one? Do you want extra ceramic plates in your armour to make your soldier tougher at the cost of lowering his TU? Do you want a rebreather on your helmet at the cost of reduced vision range? That sorta thing, hopefully.
  14. 1 point
    it is something that happens in games where the weapon has a range greater then the users LOS, for gameplay reasons LOS is restricted..but in order to give some long range weapons the correct feel, they have a range longer then a soldiers sight IRL people can see quite a bit further then the ranges shown in this game...actually, barring a obstruction or lack of light, we can see all the way to the horizon..beyond a certain distance our vision blurs and things become practically unidentifiable, but they don't just vanish. (in order to assist with long range optical indentification, various optics like scopes and binoculars can be used, turning a dot on a hill into a lighthouse) now when firing at something far away that isn't identifiable (but has an unobstructed straight line of sight to it) it is definitely still possible to aim your weapon. so I can't say I agree with your reason you should only be able to snap/burst at it
  15. 1 point
    The farmers in X1 were actually alarmingly effective at killing aliens
  16. 1 point
    Yeah, we'll have local forces. They may not *always* be friendly but they will be there.
  17. 1 point
    The same reason that the rank of XCOM (2) rewarded/offered soldiers is associated with game time: to preserve the power balance of the game. Story-wise, you can imagine recruit rank as experience against aliens; in the beginning everyone has zero experience fighting aliens, so all recruits start at zero rank when the game starts.
  18. 1 point
    Yeah, in real life there's definitely a distinction between concealment and actual protective cover - it doesn't exist in Xenonauts 1 though (and additionally those cover indicators don't work that well given the way that intervening cover is often quite a few tiles away so I wouldn't worry about them too much). It's quite hard to model though - really, if you wanted to model concealment and cover differently then you'd need special types of prop that block line of sight in a specific way. For instance, a waist-high wall or hedge would make any unit crouching behind them invisible until they were flanked or they popped their head over the top. Jagged Alliance does something like this and it's pretty cool, but it does add a lot of complexity to the combat that I'm not sure fits in an X-Com game. It generally requires a more detailed body stance system (lying down, crouched, standing) and more importantly it also adds a layer of uncertainty to the line of sight system. You can see a tile and it looks empty, but suddenly an alien appears from nowhere on that tile (having uncrouched from behind a wall)? Not being able to properly know if a tile is empty or not can be annoying. We've taken the opposite approach in Xenonauts where props are transparent to line of sight but not bullets; you can see right through crates and trees so you'll know if there's an alien behind them ... but you might need to reposition to fight them better. This makes missions much faster and easier to understand - I think the JA2 approach has its merits but I'm not sure what Xenonauts 2 needs is to slow combat down further.
  19. 1 point
    Yeah, if we go ahead with the new inventory system then it would make sense to make them a secondary item, yeah - so you're limited to one of them per soldier, and it comes at the cost of carrying something else like a medikit instead. That gives you an excuse (indeed an obligation) to make them properly powerful. Yeah, ideally I'd like them to work differently to grenades both in terms of power and limitations. The most obvious candidates to make them play differently are: You can stick a timer on C4 when you activate it, so you can delay the detonation by X turns if you want. You can also choose the detonation to be end of the player turn, or start of the next one. C4 can't be thrown like a grenade, it can only be placed on the ground on the same tile as the soldier that used it C4 does a LOT of damage, possibly enough to 1-shot most aliens. This would probably have to gib them and destroy their equipment though. C4 is the only type of weapon able to breach UFO outer hulls With those advantages and limitations you get a pretty unique piece of equipment. It also allows UFO destructibility but in a more limited way than if you let any weapon breach UFO hulls, and sets up a situation where you're choosing the breaching points and putting timed explosives outside the hull and then storming into the UFO through the new hole you just created (you'd want a detonation at the start of the player turn for this, rather than the end). That might feel a bit more cool and "special-forces" than anything you could do in the original Xenonauts. It does also allow the requested fun with blowing up aliens - I guess a viable tactic might actually be to scamper up to an alien and put C4 at his feet, then run away (depending on the blast radius of the C4). Similarly if you know a soldier is going to get eaten by Reapers then you can drop C4 at his feet and self-destruct him if you want. I figure that gives you all the fun bits of playing with high explosives, but fixes the "problems" with the old one by making it a more limited item that you can't spam. Thoughts?
  20. 1 point
    It's a bold claim to say that the aliens would have a hard time infiltrating anything, especially given the first game has aliens that can literally mind control your soldiers. Outdated radar equipment has a difficult time tracking modern stealth aircraft, so why is it beyond the realms of possibility that local forces might not be able to detect highly advanced UFOs? I think you're trying extremely hard to see ways in which it wouldn't work, but I don't think any of them are particularly problematic.
  21. 1 point
    Ahhh, those answers warm the heart ! I'll even look forward to my first new hedge encounter. Now to think up some snappy one-liners while leveling them ... 1) "Frag you, foliage !" 2) "I don't need no shrub ..." 3) "Hasta la vista, vegetation !" 4) "Deck the halls with plowed up hollies ..." 5) "I wanna be .. your Hedge-Hammer ..." ok, so those're awful ... I'll think up something better, lol ...
  22. 1 point
    The game can deal with 1m raised / lowered ground, so if we put those Farmyard shrubs back in then you should indeed be able to vault over the earth bank once you'd blown up the vegetation above it.
  23. 1 point
    There are many X-com like games. And all of them give the answer to the question: why are the aliens attacking earth? Energy/mineral resources? - interstellar species do not need to fight over resources - there whole galaxy full of uninhabited star systems. Genetic material? Why do you need to fly so far when you can spend less time and resources making research using your own genetic material. And fully developed interstellar race will have the power to wipe out entire humanity without much effort. Why terror tactic by foot soldiers? Why not the orbital bombardment by giant space battleships? So i suggest some different view: All different alien races flee from more powerful and advanced civilization. This civilization (Great Enemy) destroyed their empires. Remnants of refugee fleets come to the solar system as they seek to hide from their enemy in uncharted region of space. Alien races come as few dominant races with their thrall races. For example: - Technologically advanced race group – with better weapons but no psionic abilities. This race will rely on tech. - Psionically advanced race group – with powerful psionic abilities and medium tech. This race will rely on biology/Psionics - Biology-oriented race-swarm (like zerg or tyranids) with big groups of weak units, strong officers but only medium tech/abilities. This race will rely on biology/numbers All these race groups have few unique technologies to research. Also leading race units will be fewer in numbers but stronger then thrall races units. These races seek to dominate Earth to survive, and form the fragile alliance. With only several damaged transport and military ships, they cannot conquer Earth in direct military operation, so they use raids and terror attacks to seed chaos and then to take control by forcing governments to surrender. Then they plan to enslave the population and establish the base to rebuild their strength, and make an outpost from which to begin to rebuild their empires. Aliens can build their bases on earth surface (or deep in the ocean depths), but their main bases are separate and not accessible by human technologies (Moon or Mars base, damaged mothership in space, etc). To defeat the aliens all of their main bases must be destroyed. To access main alien base all unique technologies for that race must be researched (for example: for tech race friend or foe identification device must be obtained and reprogrammed to open their base) and some spacecraft to deliver strike team must be built. There are also can be story missions to destroy/defeat thrall races. For example: destroying the factory where Androns being produced will severely reduce their numbers in missions or end their appearance in the game. All leader races will have one or two unique ufos, but other ufos will be the same for all races, constructed in the solar system specifically for invasion on Earth. Governments/regions on Earth can surrender to one leading alien race, and will be freed when this race will be defeated. This can be done without big changes in game mechanics. But more units/races can be added. Fro example: After some time when some Government/region surrendered to the alien race, there can be appearance of modified human soldiers fighting on alien side. For each leading race there will be different type of human soldier: cybernetically enhanced, mind controlled and genetically modified. There can be technologies to better fight these enemies, or to enhance player soldiers in similar way. To free Government/region from alien control there will be mission to destroy alien base on this territory. This base will contain at least one leader race commander (governor), his alien bodyguards, and some number of modified soldiers. Or there can be appearance of the Great Enemy units in the game. Great Enemy will fight the other aliens but will not try to conquer Earth, because we are too primitive for them to waste time on us. These aliens will be very few and extremely difficult to kill, but their tech will be more advanced then anything else. For example: in the mission there are downed UFO and several dead aliens on the map, some living aliens who will attack player soldiers, and one or two Great Enemy units, who will attack both aliens and humans. Great Enemy units can use stealth tech like the Predators or just be the tanks with a lot of armor and heavy weapons. This units must be strong enough to single-handedly wipe other aliens and player squad. Their tech is to complex to be understood and to be replicated by the other aliens or humans, but trophies (weapons, artifacts) can be used by human soldiers. There will be no Great Enemy bases and they will leave the solar system after all other races will be destroyed. Or their base will be the last base to destroy.
  24. 1 point
    Why are the aliens attacking earth? ...falls ancient flying object, aliens need ancient technology, humanity has refused to return the aircraft, so there was a conflict.
  25. 1 point
    I propose we just give everyone a night vision goggle in X-2 and removes the different mechanism of night missions.