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Showing content with the highest reputation on 03/22/2018 in all areas

  1. That is a simple Xenonaut bug, it hasnt got anything to do with X-Division. There must be something like a 1000 of those bugs running around, especially regarding ammo. If @Solver wants, he can frame it, and put it to the other 999 bugs ^^. Still good to know though.
    2 points
  2. This has been interesting to read, but I have a question to ask. How many people here have played ALTAR Interactive's AfterX series of X-Com-like games? ALTAR Interactive tried doing many of the things that people have suggested here. In Aftershock, there was a large array of competing weapon types - projectile, laser, plasma, psi, sonic and warp, with each type being introduced later in the game. Each weapon tier was different in terms of damage, range and accuracy. They also introduced ammo types and modifications for each weapon type, and every enemy type had different resistance types to the different weapon tiers. But the takeaway from AfterX was people used projectile weapons throughout most of the game. Accuracy didn't matter. Want an accurate weapon? Make a scope and a gyrostabiliser and stick it on a rifle. Raw damage didn't matter. Put AP or explosive or Acid rounds in a projectile weapon and go for headshots (the only kind of shot) with your snipers. ALTAR did to Aftershock what usually only modders do after a game has been released but it was easy to boil down from the massive list of STUFF which weapons were the most accurate, fired the most shots and did the most damage with the appropriate mods (it was projectile weapons - the first tier that you get - all the way). In Afterlight, they dialed back the weapon types, but projectiles STILL lead the way. The ALTAR experiment over 3 games shows that trying to vary things based on key statistics doesn't work. What happens is that the weapons with the best stats bubble up from the pool and everything else is ignored. You end up with perhaps the sniper rifle from lasers, the assault rifle from projectiles, the shotgun-esque weapon from plasma etc. etc. If weapons from different tiers were intended to be the same but different, then those differences have to be radically different but not keyed to stats, as keying them to stats didn't work in the AfterX series. Furthermore, the differences in later stage tiers have to be sufficiently enticing for people for put work and time into them. Let's take.. plasma weapons, for example. A nice late-tier weapon. If a plasma weapon did as much damage as an earlier stage laser, what would set it apart? Perhaps the plasma weapon sets things on fire. cover, for example. Or people. Perhaps instead it instantly destroys terrain, so you can destroy cover quickly with a plasma weapon Perhaps all plasma bullets have a 1-tile detonation radius. Perhaps it does everything. Take lasers. Why would I put research into lasers when I have guns? Perhaps lasers are a beam rather than a bullet style of weapon, which affect every tile they cross into. Perhaps laser have infinite ammo, and overheat harming the operator. Perhaps lasers can blind enemies. Perhaps all of the above. Who knows! But for different tiers to be the same but different, extra effort would have to be put into having those tiers behave differently on the battlefield.
    1 point
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