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Showing content with the highest reputation on 09/10/2019 in all areas

  1. Nah, I've always said that I was willing to change my mind on the turn-based system. I just said I wasn't willing to change my mind on it until I'd tested it as much as was feasible (which I now have). I do still think there are some fundamental flaws in the X1 system so I'm a bit frustrated that I wasn't able to come up with something better, but there's no point being stubborn about it or trying to force change for the sake of change. That said, the one design aim I want to make clear before this discussion gets going is that I don't want to do anything that makes the air combat much slower than it already is. Having the player spend a few extra minutes tinkering with the loadout of their planes to see if they can fit a laser cannon on their Falcon without having to take the shield generator off is something I'm happy with, but having the actual combat require more micromanagement or having to swap out the pilots / tactics of your aircraft before you launch each mission is not. The "skill" should ideally be in creating loadouts and giving your planes general orders, rather than specifically micromanaging the behaviour of each aircraft during combat. @Charon thanks for the thoughts. I'm not sure if you're advocating for special types of clouds there, but I think we'll probably just stick with the one type. I don't think the system is complex enough to support multiple types of cloud with different effects even if special magic clouds made logical sense. The SPAZ component system you linked uses the same fundamental ideas as what I have in mind, but it seems way too complicated - although what you posted in your images lower down is a bit closer to what I envisioned. Anyway the danger with adding too much content to the air war is that it completely overwhelms the rest of the game and that's definitely something I want to avoid (also the available weapon slots have to align with what can realistically be shown in the Air Combat UI for each plane), however the component / slot system is pretty modular and modders can make something crazy complex if they want. The only limitation right now is that all planes share the same selection of slots, but that may well change in the future. With regards to pilots I'm just thinking that each aircraft gains experience in combat and can level up perhaps three or five times, and gains +Accuracy on its weapons and +Evade on the plane. The pilot isn't seperable from the plane and the pilot is killed if the plane is shot down. It's a fairly simple system but anything more complex is going to add an extra layer of complexity to the UI, and there's already going to be a lot more to display with the component system. Yes, some randomisation in the equipment of UFOs is something we're considering. In terms of the UFO goals in combat, I think you're going to struggle to have something like "deliver a supply run" or "terrorise a city" happen within the air combat - those are things that happen on the Geoscape. For that sorta stuff to be interesting you'd probably need a fixed battlefield with multiple UFOs and NPC air forces and defence turrets and stuff, otherwise your "choice" is always going to be to fly towards the UFO as fast as possible and shoot it down just like it is in all of the other interception missions. And that's probably beyond scope for vanilla X2.
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