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Showing content with the highest reputation on 05/21/2018 in all areas

  1. As the title implies, how about having different "classes" of craft that have unique advantages and disadvantageous like a support that deploys turrets (and flares when doing night missions) at the landing site that remain active for x amount of turns/until destroyed but they are slower or a high speed troop transport that is faster than any other and could take on a UFO in a fight but carries less troops.
    1 point
  2. Hello! I confess i was playing another game. Axiomatic should receive the list in a few days.
    1 point
  3. Edit : my bad. Ty for your work, time to kill aliens Edit 2 : Xdivision have discord for share beautiful screen when everybody die?
    1 point
  4. Ok idk why but now it works just fine and the scientists are coming back after doing a research. Not going to question it, just happy it works after several tests. Time to get back to purging xenos. Thanks for the tips and fast reply mate.
    1 point
  5. Hmm, I like this idea as an upgraded dropship. I think weapons might be too powerful however. But cameras to survey the nearby areas from inside the craft and perhaps turreted smoke and stun launchers could be a neat upgrade for the final landing craft. You could even make the launchers only have one smoke and one stun each, with maybe two launchers max on one craft. After the initial turn or two, the turrets could be deactivated. It certainly would make a lot of sense. It's an interesting idea. It would also save you some inventory space when it comes to smoke grenades. As someone said above, having lights on the landing craft in all directions or a flare launcher would be very useful and not too powerful.
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  6. X1 had dropships with minor bonuses: more doors to exit, then a manual selection of drop points. Maybe a bonus could be something like smoke cover - but whatever it is, the bonus has to be modest and not really do too much. Whilst it would make a lot of sense, practically, to put a turret on the dropship, that would defeat the point of ground combat. If you are given an easily defensible spot of cover, with ordnance, then an easy tactic would be to sit and wait. Where is the fun/challenge in that. The point is to get your soldiers to do the fighting. Fighting from an entrenched position might make an interesting scenario but not for the bread and butter missions. It can be annoying to be pinned down from your first turn, but the dropship in the development build of X2 has wide doors so you can make every soldier engage immediately. There is no bottleneck. Essentially, this means that if you do get a alien or two in a very close welcoming party, you can near enough unleash the full firepower of your squad. So, there isn't much need for fire support from the landed craft. 8 troopers should be able to manage 2 aliens (if they can't, bring more rockets). I guess a good compromise would be that the dropship has doors which can be closed (somewhat mirroring the alien craft) so that you can really turtle the first couple of turns if you are stuck, but then have those doors susceptible to damage, so you can't hide behind them all day.
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  7. I don't like to lose team members but I find Xenonauts-1's medipack both too potent, and too simple. Granted, the HP model is what we want it to be (combat readiness and consciousness, and not real life force), but having half the wound restored with no penalty save a drop in morale (and added stun damage if a file is modded) is really like "spraying a magical healing stuff". Basic medipack would simply stabilize a wounded, stopping bleeding and preventing shock reaction. The wounded would be even so neutralized because he would suffer heavy penalties. The magic of alenium nanoparticles shouldn't come too early, and only then could the on-field healing process start, only as long as a medic is tending the wounded (rather than a power charge of life force, it would act as a slow regenerating factor). Upgraded medipack could also have more specialized uses: morale booster (exhilarating drug) to help a little against psychic attacks and demoralization/wound effects; pain-killer to allow a penalized wounded to forget pain and act with less penalties; stimulant to revive stunned soldiers and gain TUs. All these effects (stabilization/first aid, pain killer, stimulant, morale booster) would cost more or less charges (as currently), but they could have reverse effect and a limited duration (save for first aid), after which a reverse effect is applied: e.g. stimulant would cause stun damage, pain killer would cost HPs, morale booster would cost TUs
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  8. I think the point of a cold / secret war environment is, you won't always hire a well trained soldier as a beginner agent. They could have been ear-marked from various intelligence / enforcement agencies and called upon as needed, since the info they learn on recruitment is on such a need-to-know basis. They can't exactly advertise publicly for applicants!
    1 point
  9. I am definitely a strong supporter of the various backgrounds idea, I have discussed it on some of the other threads as well, but I'm not so much a fan of some of the later things you mentioned. I think in a "secret war" game, the Xenonauts should be a very small tight knit team, and it would be great to bring scientists, engineers and medics along for the ride - a bit like Star Trek, but definitely akin to Stargate. Combat skills of such specialists would start out much less, but they would learn in the field and in the training room over time. I just don't think a standard military soldier would have the xenolinguistics / computer skills to hack into UFO security and open a door, let alone let a virus loose in their system to prevent it from automated self destruct or remote return to base, so a computer scientist in the field would be essential. Some of the more experimental tech being developed would also require a combat engineer or doctor to operate it. Whenever the Xenonauts activity gets exposed in the field, there would be the possibility of having to capture / gag / rescue a reporter, intelligence agent, or even an average joe bloe, or they could actually be recruited instead. This would make the Xenonaut recruit pool quite varied, and many of them would start off with very poor combat skills, which actually explains the traditional beginning gameplay nicely. To recruit a soldier with combat experience would be very expensive, but should be possible. They just won't have any training in XCOM gear, etc
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  10. I definitely like the idea of any soldier / a medic coming to the aid of an ally that has been incapacitated, and a screen coming up which says if they're dead, bleeding out, stable but unconscious, can easily be patched up and revived, etc. If there were even animations of using a defib / CPR, bandaging, administering painkillers, stims, etc, that would be amazing – definitely at least make sure you don't just do a generic “spray healing stuff” animation like XCOM does, that was terrible. In Xe1 you could only restore half the damage done by wounds, if you could add in a system where wounds randomly affect one of aim, TUs, etc that would add to the realism. This same examination screen mentioned earlier could actually be brought up when looking at an enemy, so you know if something like a regenerating reptilian is going to get back up and shoot you in the back, but also if you incapacitate an alien with conventional means then you can stop it from bleeding out and bind it in order to carry it home instead of needing special stun weapons. I really like the idea of scientists and engineers being brought along on missions (you already mentioned possibly using them to defend the base, I think someone else mentioned training officers accompanying the team) - as a medic yes, but also as xenolinguist / hacker, K9 or drone handler, operating mounted weapons and other scanning equipment on the dropship, using heavy weapons, etc
    1 point
  11. 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.
    1 point
  12. 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).
    1 point
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