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Showing content with the highest reputation on 07/05/2019 in all areas

  1. After more than two weeks we've decided to close the poll about our X2 Base Mechanics. The results were as follows: The voting pattern for this survey stayed fairly consistent from the very early stages of the voting up to the current level of nearly 2,000 responses: 50% were in favour of the old X1 mechanics, 40% thought the developer should make the decision, and 10% were in favour of the current X2 system. As the stated position of the developers is that switching back to the old X1 system would be better, the results overwhelmingly support the old X1 mechanics over the current X2 ones. As such, we're planning to immediately start work on implementing the old multiple-base system with the goal of getting it functional before we launch into Early Access. The specifics of the system will be as follows: All bases will have a construction grid upon which you can build base structures All bases can house aircraft and radars We will support X1-style base defence missions where you fight in a battle in a replica of your base, barring any unforeseen technical issues that prevent this The X2 system where you can assign scientists / engineers to specific buildings will be retained Dropships will fly around the map like they do in X1, and can carry out multiple missions in sequence (and be shot down) etc Your organisation will be able to build multiple dropships Staff and items will be global resources, so you can assign your staff to structures in any of your bases and your soldiers to any dropship The decision to make staff and items global is not necessarily our final decision on the matter, but we're going to see how the global setup plays before we make any further decisions. Making staff and items specific to each base is going to require a lot of coding time, is going to force the addition of a lot of new UI, and is going to react in an uncertain way with several game mechanics we're still experimenting with (like Strategic Operations). We'll therefore be making a decision on that issue later in development once we have a better feel for how it will affect gameplay. I hope the 10% of people that voted for the X2 mechanics don't feel too let down by this change, and I apologise if anyone bought the game on the premise that it would have the X2 base mechanics only to find they are now getting a game with the X1 base mechanics instead. Really, all I can say is that having tested both models I genuinely feel like the X1 mechanics are the best choice for the game. Thanks for reading!
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  2. So I made a Discord server for all things Xenonauts! I don't know where I'd post this, so I figured that off-topic would fit. Invite Link
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