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Showing content with the highest reputation on 07/27/2018 in all areas

  1. I've been thinking about the injuries system a lot over the past few weeks. Having played X-Com, Xenonauts, XCOM: EW, XCOM 2:WotC after it went on sale and beating them all this month, I've come to a few ideas that might all be beyond scope. Injuries aren't interesting unless you can purposefully inflict them (ie, aiming for the legs to stop someone from running away) which is very Fallout and I kinda have my doubts that any such system would really be used. Save for the times when you'd want to capture an alien, you'd always just be aiming to kill rather than to maim. On the other side, for the players, an injury system is only as good as your ability to interact with it. A simple way to do this is to have individually armored locations such as helmets and leg pads. Each of these would provide some kind of trade off such as reducing aim, vision, or mobility. There is a much more interesting and difficult to do variant that I've thought of though: having injuries be effectively permanent. A soldier who got blasted in their dominant hand with superheated plasma could get nerve damage which lowers the aim of anything that uses that hand for seemingly the rest of the game. Someone could have their off hand melted by a plasma grenade meaning they could only ever use it to hold a shield effectively but take large penalties for two handed weapons. Eyes can be lost and vision can be fried. Cuts and bruises and concussions can be fixed at the beginning. Only later on, when you've stolen some sibilian stem glands that you can repair the simple things like nerve damage. Even better, and this is the real crux of this idea, is that soldiers who are downed are only rarely dead. Someone could lose both their arms because of a stray rocket or need to have one of their legs amputated because the plasma just melted too much of the limb. Not dead, but might as well be dead to you since they're no longer useful as soldiers. Enter Alien Electronics: In Xenonauts 1, there was the officer in charge of the barracks who was missing an arm. With the first range of base upgrades he got a rather basic replacement, with the second he was sporting a functional cybernetic arm. While I wouldn't want X2 to go full MELD, being able to revive 'dead' soldiers the further the along you are in the campaign would feel absolutely stellar. You may have lost your 90 Aim sniper half-way through due to an accident that stole their sight, but they're still with you. Psionics can let someone see through cameras, or better yet, be able to only see aliens while the rest of the non-blind squad gets the scouting information that lets them know where to go. Even if they can't attack robots anymore, they can be used again when the technology is there. It's just expensive is all. ... This can lead to a very silly situation where most of your squad is a ragtag bunch of raggedy anne soldiers with the worst scaring anyone has ever seen. No idea if anyone wants that.
    1 point
  2. Chris said there will be multi ammo system already. Yes, we need to have an ammo code for sure which is about magazine and damage code. Weapon will have only weapon stats. Even if possible, an ammo should be able to use by different weapons. Multi ammo could be used everywhere. 1. Multiple purposes, explosive, stun, acid bullets for non energy weapons. Grenade and rocket launchers could be created. 2. Energy weapons can have updates without making a whole new weapon. Like a new laser battery updated with alenium. So you can have a laser branch with more firepower to use it against enemies with laser weakness. 3. Weapons can have bullets for spesific tactics. You can have a special plasma ammo which makes huge damage only for armor. If we add power shields (we should have it, xcom apocalypse style), you can make ammo which destroys that. I can count you many more, but those are the first possibilities. I suffered so badly at xe 1 for this reason. I needed to make a whole new weapon for every purpose and every update there. We could not add any launcher.. Could not have tactical choices. So different ammo for weapon is a must.
    1 point
  3. personally I prefer it if they keep psionics an alien only maneuver, and add in the requirement that the aliens would only be able to execute psionic attacks from a source that can visibly see the player characters. personally I don't mind high tech soldiers that can shoot a musquito's balls off at 100 yards...however I would be less invested if my squad turns into X-men with magic fireballs and mindreaders running around I also generally oppose over-saturation with guaranteed hit effects, if the player gets any skill, weapon or tool that is guaranteed to hit and damage the enemy...they are likely to spam the living daylights out of it. this is obvious in X-com, where the destroy cover>nail it with your gun approach is near guaranteed to land in later zones. on top of the high popularity of skills like soulfire, stasis, null lance, combat protocol etc etc. basically most skills that boost guaranteed hit maneuvers, nades, heavy weapons or are guaranteed hits themselves If the AI just gets a lot of units that don't care about cover or accuracy (by having guaranteed hit abilities or super armor) you basically get the situation that you have to burst them down or they will start killing people, rendering cover and gunplay moot. this is a problem in the higher levels of X-com2 where a lot of endgame enemies don't really care about cover and have abilities that are guaranteed to damage soldiers when they are used.
    1 point
  4. Good points Rodmar18, however I like that Goldhawk makes the effort to have a native Linux version instead of wine / Playonlinux only. We need more Native support for Linux games to grow the community and Goldhawk is on board.
    1 point
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