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Showing content with the highest reputation on 03/07/2018 in all areas

  1. There are quite a few ideas here bundled under the heading 'Terror Mission'. Infrastructure attacks or bomb emplacements are fairly far removed from the pure terror element - they give the impression of timed objectives, which have the right urgency and would cause damage to human settlements, but I think the idea of terror is something different. Or at least, I think that it has potential to be something quite different and that should be much to do with the feel of the mission. Differences could be as Roxxed suggests, simple graphical alterations to change the mood or unique terror enemies (e.g. Reapers/Cryssalids). Terror missions are the perfect candidates for nighttime events. The added tactical difficulty of visibility along with the spooky atmosphere that effects you as a player. Though my point is to reserve that feel for terror missions only, else they'd lose their edge. Reapers are probably too much of a staple alien combatant to use only on terror missions but I'm sure it wouldn't be too hard to make an alternate skin for them along with changes like added movement or an AI that is favours sneaking up behind your troops (or avoiding light sources). Along with what Rodmar18 says, maybe the aliens in terror missions should be suicidal, packed with explosives to really give the impression that you are fighting an enemy hell-bent on achieving maximum damage. In that vein, the aliens wouldn't need a ship to transport them, theirs would be a one way trip, so they could arrive via drop pods. This would negate your ability to shoot them down and could provide the visual clue as to where the aliens are located on the map: "I think they're in that building, the one with the huge hole in it and the alien drop pod sticking out the side... You go in first"
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  2. Well to be honest, I somewhat prefer industrial terrain with lots of cover. Open areas are fine though, but I'm somewhat limited by my grenade range. The one thing I found to be useful when using inferior weaponry against aliens, is to simply try going one by one at them, and the immediatly declaring total war on them. I'm speaking throwing every grenade in range and two rockets minimum if availible. Works perfectly against everything most of all civilian targets. And then there's tanks. Those I'm not quite certain how to deal with, but bringing an extra ten rockets on another soldier usually works quite well. Or an extra five shields. Or an extra five mags for every weapon I have. Or additional grenades. Or six reserve medkits. THANK YOU SO MUCH! No, but maybe I can then say a bit more about how aliens react, what tactics they use, new weapons and when they're unlocked, etc... Just generally get to experience the mod a bit more. Just on a side note, right now I have a base to defend. Luckily it's my main base which means I will just make it quite hard for my scientists to find anything of value afterwards since it will be splattered all over the base.
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  3. Agreed. Terror missions may not need to be 2 parts(this could be unique to other types of missions like a colony for eg where the first mission is finding the entrance and the 2nd is the main assault)but they could house a certain type of alien mixed into the group only found on terror sites, they could be strictly Urban based or some sort of human infrastructure hub unique to terror missions(with added Unity colour grading, weather or fog effects to change the mood up from UFO missions) and even to add the aliens have rigged 3 large bombs scattered around the map to destroy the city (in the top level of buildings) that you have to deactivate which gives you a reason to search every building, and they could be heavily guarded where the aliens are more so found in buildings sniping from a window at the top floor and you have to infiltrate like you would with a UFO. There could be multiple angles of attack like crawling up a drain pipe and coming through a window and when these 3 bombs are deactivated you must kill all remaining forces. However there wouldn't be a timer involved on the bombs, just the fact that they explode on mission failure and blow up the location in question for a big funding loss or even country withdrawal. Speaking of multi levels, will there be more hilly terrain and upper and lower decks of colony's in X-2? One thing I've notice in X1 colony's is they are completely flat with no boardwalks or stairs to move to higher or lower locations. Early games were renowned for this as aliens would hide in the upper locations and ambush you or you would have to try and reach them. Edit: If finding the aliens is a concern as they are hidden in multi story buildings (and dont come out), perhaps some sort of visual cue could be made like you hear faint distant noises, or a quick sound reveal of clunking pots or pans under the black shroud in the alien movement phase which gives you a direction to move in and explore. In X1 I would only find Androns hiding in corners on ground levels and Harridans on the roof with the same basic principal and alien mix throughout each terror mission. All upper levels of buildings were disregarded.
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  4. Dont have 2 goldhawk tabs open. Uhm, yes, but the Xpedia doesnt tell you more after Phase 1. There is not more data available past anything. The Xpedia is 100% not done.
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  5. @Mattes98 I cant see the problem with open terrain, actually. Personally, i would prefer open terrain any day of the week, 24/7. Over an industrial in any case. If you are dealing with open terrain you need smoke, a good vehicle, and preferable sniper equipment. Keep standing in line of sight of an alien is NEVER a good idea. WHY WHY WHY WHY WHY WHY ?????? Because even standing up requires 10 tu. What does that mean ? It means, if the alien has to stand up it limits its shot from 7 to 4, simply by you not being available to shoot at, then it also has to move forward and backwards. In case of crouching i mean + crouching gives everybody +30% ( !!!!!! ) aim accuracy. Yes, hmg, pistols, shotguns and rifles are the wrong tools to battle in an open terrain. Yes, aliens weapons are better in any case. Before you fly to a crash site you see beforehand what kind of terrain it is. Every type of terrain has its own traits and features. No hate though, X-Division just makes you use your head .
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  6. What makes you think clipsize="6" is for aliens ? The situation is that the alien weapiens have unlimited ammo, as their ammo pack simply needs a simple tap with the right configuration and it resets the ammo count. Something which just needs an alien hand to do and requires virtually no tu. Think about it like genetic authorisation, the weapon refuses to operate without the correct authorisation. It still has the 6 ammo count authorisation intervall in case something out of the ordinary happens you still have available 6 shots before you might give away that you are not the correct weapon holder. This is also the reason why aliens only carry mostly 1 additional ammo. In case the first ammo pack in the weapon malfunctions ( we are on the battlefield remember, anything can go wrong ) but not because of ammo count. The clipsize is only for human hands, as they are not authorised personel handling an alien weapon. This is why you reload with another clip, because the first one refuses to work beyond the intervall. Im sry that nothing of that is in the Xpedia, but if nobody writes it, nobody will know about it. EDIT: I also appreciate the exchange of thought, but there is little we have not thought about, and thuse your reasoning is missing a lot of data . Come in and see the world of X-Division .
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  7. Its funny, but i never had this situation. In over 1000+ hours i never had a single occurence of that situation. Are you telling me you ran up to a non suppressed unit, parked in less than 10 tiles away and think you are safe with a shield ? I just think your assumptions are flawed, here let me quote from the advice that shows up on loading: <Tip>Do not stay in an aliens Line of Sight! Do not trust cover!</Tip> There are so many things wrong here. Heavy Phazer is a machine gun equivalent Some weapons have the isheavy attribute, reducing their accuracy by 90% as soon as they move a tile. This means not making an alien move increases the accuracy by 90%. Guess why they hit. If you dont give aliens a retreat option, AKA have sight of all places they could retreat to ( and thuse are at a disadvantage ), they get very aggressive. What would you do if you were surrounded without any hiding place ? If the only option is fighting, you will do that to your best of ability A normal machine gun can fire 12 shots wiht 90% tu. A rifle fires 7 with 94% tu. How is that cheating ? Dont worry, you are not the first person to whine about the difficulty of X-Division, but i havent seen a single valid argument yet. I also agree on the whoever shots first is at an advanatage, and the lack of proper defense tools to advance safely. While i think that is highly realistic and makes for a very interesting gameplay, i also acknowledge the situation that we could do more in that regards, hence the suggestion of making heavy armour being capable of carrying shields ontop. Unfortunately the code doesnt allow it, apart from the fact that we dont have any sprites for that.
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