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Showing content with the highest reputation on 11/07/2023 in all areas

  1. We've added an illumination effect to the abduction pods to help with sighting the pods during night missions, as for the glow I can try bringing this up with the team and see what they think Hostage usually implies that they're held for the purpose of getting something from the enemy (for a payment, lift sanctions, etc.), the aliens don't seem to be really interested in negotiating with us humans tho!
    2 points
  2. The new equipment slots for interceptors are nice welcome to the game. So i wondered if the same is possible for dropships? So we could extend the range of them with fuel pods and maybe later others..
    1 point
  3. If the player's soldiers get a speed bonus during a panic and run back to their Aircraft to start the engine and abort the mission, then everything will look natural. (Then the mechanics of panic won't raise many questions).
    1 point
  4. Currently, there are no tactical battles in the X2 game in which the player loses a battle to aliens. The only way for the aliens to make the player lose the fight is to kill all the player's soldiers. If the aliens have the ability to make the player's soldiers panic, then the aliens can make the player's soldiers run back to their combat transport and interrupt the combat mission, (as an option: the Aircraft pilot panics, starts the engine and flies away after 5 Turns (mission failure). This method is more acceptable to the player in the game than losing the entire tactical group of soldiers.
    1 point
  5. I can bring this up with the team and see what they think, might become an added feature in the future, thanks for the suggestion!
    1 point
  6. I thought that if the non-shooter was crouched they didn't get hit? Or has that changed?
    1 point
  7. 1. not per-se, ignorance can be a bliss when it comes to the horrors of war..or in this case an alien invasion, you could say the soldier is simply too stupid to be scared. this is often detrimental to the soldiers health though, thinking McNamara's morons here from the vietnam era 2. don't know if it does, but again, it makes sense to be prepared when trained for it, we use training to prevent police horses from panicking when they hear loud noises. it doesn't make you brave per se, but certain "scary" things have much less impact if you expect them to happen. 3. better to use total war like rules here, rather then improve morale damage on your troops make it harder to affect alien morale as the difficulty increases, the battle changes drastically if you can't suppress targets reliably. but I have to be honest here...neither option is particularity appealing, either my troops run for the hills as soon as they hear a stiff breeze, or the enemy is tanking flashbangs to the face. (ignoring the fact that robotic enemies already ignore morale effects) 4. maybe, being critically wounded or KO'd in a battle is sure to cause some trauma. 5. when it comes to troops crapping their pants you could say fighting enemies with futuristic weapons powerful enough to blast a hole straight through a brick wall even if they miss, seeing your allies..or well..any human... being evicerated by a man sized bug and then instantly birthing new ones, frigging invisible "terminators" trying to take potshots at you and/or you being inside a dark alien architecture would certainly create dread. but point 3 sort of applies here...morale damage should certainly have impact..but its very easy to overdo..and its a negative spiral effect. aka it hits you when you are already on the receiving end of punches. so before the trooper drops his gun and decides to inspect the business end of the alien plasma cannon with his face, there should be a moment the player gets the opportunity to use said morale recovering action instead of trying to shoot. this is also the current problem, as long as you have the whole squad alive and not one trooper is getting seriously blasted, you barely take morale damage, but once you already have a massive action deficit because of multiple men down or gravely wounded, they start losing turns and moving to suicidal positions. Its actually quite binary, there is either no need or no time for the recover action to be executed. while its completely logical that morale goes down the gutter when half the squad is down, I think it would be beneficial to have a "sweet spot" where having troopers take a moment to get their head on straight is the optimal action, and blasting at the enemy is at the players own risk.
    1 point
  8. 1) by settiing MedKit heavier you basically created the dedicated Medic already. Lets use weight management to let player create a role. I would not recomend to add skills like : medic, sniper, runner. Adding more skills means soldiers are less versatile AND player have to keep attention to more numbers. I would rather see Xenonauts 2 be a number low system but interesting choices&consequences. 2) yes, the emergency status ( bleeding, poisoning, burning, acid, shock, ... ) removal should be one action. Then healing HP should be another one. However, for sake of simplicity lets make it so, that Medic always remove emergency status first. It is also logical, that medic takes care about critical status first like artery bleeding , then takes care about blister on your little finger. Regarding healing HP it should rather be "healing over time" than an instant spell. For sake of reality feeling, apply HP heal, then each round soldier gets 5HP until healing effect is depleted. 3) Althou it sounds reasonable it would require additional dialogue in the combat UI. Combat is turn-based and slow already, adding such level of control would make it overly complicated. So not recommend. Simple UI is key to success. Check gamee : Trader 40K by Owlcat games. They made so precise and overcomplicated battle UI that is unbearable. 4) Medic should be able to resolve various emergency statuses AND shock statuses (low blood pressure, shell shock, hazard inhalation, unconscious, ...) these shock statuses means, target is TU limited or even zero. So Medic emergency action can only consume medics own TU. However, medic healing HP action could require coordination. So target will consume same TU as medic. Which means, target can not shoot while he is receiving HP healing, that makes sense. 5) yes, Medkit should have a capacity. Similar to shield mechanic. So Medkit 82/120 HP capacity means it has 82 points of 120 maximum. Also, weight management is important - each point of healing capacity has certain weight. So Medkit 60/120HP has half of the original weight.
    1 point
  9. This type of mission should be called a "hostage Release", but who am I to set labels.
    0 points
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