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Showing content with the highest reputation on 02/08/2023 in all areas

  1. @Kamehamehayes right, sorry it's taken me about a month to get back to you on this. Thanks for your thoughts, I can't comment on everything but here's a few things that sprang to mind: Yes, I would still like to add another mechanic to the game that made the Geoscape more interesting and hopefully leant into the Cold War a bit more. I've got some ideas that we'll probably test, but things don't always work out as well in practice as they do in my head so I can't make any promises about that. I did already reduce the cost of aircraft weapons but I'll reduce it further for the next major build. Tail UFO doesn't have a particular usecase I'm aware of as distinct from Tail Until Over Land, but it's just functionality I think people expect to be there. The idea of slowing down the air combat speed with speed 1 is an interesting one, actually. Maybe we'd switch to three speeds and have the middle one half speed and the max one double speed. I'll have a think. Yeah, we're going to try and expand the Cleaners a bit in the next few months. They seem quite a popular addition to the game so we can give them a bit more airtime. The main way that we could make soldiers easy to tell apart would be adding a "hide helmet" mode, I think, because all the armour (which you get pretty much immediately) has helmets. That's on our to do list, but we've got a lot of other stuff to get through first. I'm not sure what you mean when you say you can't move the soldiers around in the dropship on the pre-mission screen? You can drag them up and down the list on the Soldier Equip screen to change their hotkey, and the Aircraft screen soldier arrangement panel still works even if the aircraft is airborne.
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