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  1. I want to see in the future: --------------------------------------------------- More Modules! --------------------------------------------------- There is many simple items we can give our guys to help them win! 1) Map case (Weight 4 Size 6), Mission leader only. Reveals all terrain (but no alien bases etc.), fog of war remains. Maybe unvisited area will be in grayscale? 2) Personal item (Weight 3, Size 2), Your kids photo. Pocket bible. Letter from girlfiend. We dont ask, but it gives you power. Bravery +15. 3) Field stretcher (Weight 20, Size 12) Passive: At end of the mission increase survivalability of one downed soldier. 4) Parachute (Weight 40, Size 25) Soldier start mission in random place of battlefield instead in dropship. Removing paraschute from equipment after landing is good idea. 5) Last resort charge "LRC" (Need research: Reaper Autopsy. We dont want to turn monsters when we die. Last Resort Charge destroy soldier's body when infected, usualy destroying reaper that infect him too. Optional: mind control can trigger LRC too. Or death. Or just suicide will) --------------------------------------------------- More equipment! --------------------------------------------------- As modules - there is many nice addons to our tactical vest! 1) Binoculars (Weight 4, Size 6) On use (40% TU) reveals distant area. It will be nice that precision riffles can do the same trick! 2) Field radio (Weight 12, Size 6), Mission leader only. 25% TU: Reveals allied combatants. 41% TU: Reveals aliens in allied eyesight. 41% TU: +1-5 all Stats all soldiers during this turn, depends of leader rank. 80% TU +10-17 AP for one od your soldiers this turn, depends on leader rank) 3) Toolbox (Weight 25, Size 6), like Medkit, but for MARS/ARES/SENTRY 4) Flare pistol (Weight 6, Size 6), shoots flares. --------------------------------------------------- More vehicle equipment! --------------------------------------------------- 1) Ammo box: +50% ammo for main weapon 2) Vehicle bomb: Can be suicide detonated, dropped and remotly detonated or set in dead-hand mode. --------------------------------------------------- More one-time use gizmos! --------------------------------------------------- For now we have only granades. But there is many, many more! 1) CAT (Weight 4, Size 2) 51% TU: Stops bleeding. One time-only. No HP recovery, you still need a doc... 2) Go Pills (Weight 2, Size 1) 51% TU: +2 All stats, heals 20-25 stun, -30% Exp from mission. Stacks up to 3 times. 3) Canteen (Weight 6, Size 2) 25% TU: heals 5-15 Stun 4) Grappling kit (Weight 8, Size 3) 60% TU: Create makshift ladder 5) Camo net (Weight 6, Size 4): 50% TU, stealth until you move or take to enough damage. 6) Entry charge (Weight 6, Size 2), Stick it to wall or door (30% TU). Explosion can be set on end of enemy's turn or remote. Only single fields on both side of wall are affected. Optional advanced entry charge can blow holes in ufo's! --------------------------------------------------- More alien dirty tricks! --------------------------------------------------- 1) Abdution belt: One-time use weapon to hand to hand combat. If hit, close soldier in Abduction capsule with 5 turn countdown. 2) Field Probe. Alien grenade, cant be throwed, instead hovering and has his own 40 TU's. Trigger on command, or at end of turn. Can be hit and destroy by a bullet (not an easy target, but shotguns Acc x3). Many, many flavors! - Observer, for scouting only. Cloaked, like wraith. - Explosive, - Abducting (see Abdution belt) - Surgical (If target aur guy - vivisection and maybe probe in you-know-when! If target alien, heals) - Stasis (Disable weapons and modules for 2 rounds in affected area. But Knifes and E-tools still works!) 3) Force field emmiter. Heavy alien weapon. 30 TU: Suppress targeted enemies like LMG and do some stun damage, 60 TU's: Create wall of "glass" that provide good cover, last until end of xenonauts turn. 4) R.I.T.S. Reaper Injecting Tube Spear. Soldiers call it Reaper-in-the-stick. One-time use weapon to hand to hand combat. Yup- contains zombie larva. You dont need to transport reaper, just stab a human. Or cow. --------------------------------------------------- More missions! --------------------------------------------------- 1) Terror Site: Siege Civilians and allies barricade themself in building. 2) Terror Site: Mind Control Aliens hide in City mind-controling deivice. Aur soldiers are pretty safe, it takes hours to posses human, but civilans are affected and will atack xenonauts on sight. Find and destroy device and Psions protecting it. Try to use shock weapons on humans, every killed counts badly. 3) Ship rescue New terrain - trade or passenger vessel. 4) Alien Base: Concentration Camp Rescue all humans! 5) Terror Site: Quarantine City is infected by reapers. No dropship, exit area at one corner of the map. To win you need survive 7 rounds, and no reaper or infected human can end turn in your exit area. In late game it can be 2 or 3 exit areas to defend.... 6) Investigation Something strange happens here! Escort 3 scientist, who need to collect 5 samples from alien instalations/bodies etc. Small alien presence, but after 1st kill reinforcement arrive at 5 rounds. Area may include field circles, sacks with aliens or humans inside, strange devices, make your pick. Boosting research. --------------------------------------------------- More guns? --------------------------------------------------- 1) Heavy cannon from 97's X-COM! Default weapon of Colossus Power armor instead machine guns. Grapeshot bullets! Plasma Bullets! EMP Bullets! Incendiary bullets! 2) Reinforced fist, default secondary weapon for power armor! Can hit (kinetic) or choke (stun+suppress). Can be upgrade: Power fist for EMP, Grenade fist with 2 granades...3) Flamethrower. Can works like H.E.V.Y, but with 3-10 bursts and instead explosion leave fire/smoke. More fire in buildings and ufos! 4) E-tool. Melee (80% Acc, 40% TU, may supress enemy! x2 vs obstacles) Entrenching (51% TU, creates obstacle) Make booby trap (51% TU, consume grenade) --------------------------------------------------- Aliens have traits. I want some for my soldiers too. --------------------------------------------------- 1) Patriot: All statistic +5 when fight in his continent. additional +5 on City Terror Mission, 2) Martial artist: Reflex +25 in hand to hand combat Die hard: HP +10. Survival chance doubled 3) Marksman - Pistol (Shotgun/Rifle/etc.): When shooting designated weapon +15 ACC 4) City tactics specialist (Or snow/jungle/desert etc.): +10 AP when fight on designated terrain 5) Natural Leader: Gains Ranks faster. +1-5 Acc and Bravery for every unit in 10 sq radius. 6) Civic background: Non-soldier volonteer. Recruitment cost -100%, per month cost -50%, Weapons others than shotguns and pistols -15 ACC. Remove trait when 3 medals awarded. 7) Bodybuilder: Ref and AP -5, Strengh and HP +10 8) Fanatic: Bravery +10, Cant be suppresed, always berserk when broken. Never retreat (if you abort mission, he will be lost even if in dropship) 9) Phobia - Sectons (Or any other race... even human): Bravery, Acc and Ref -5 when designated alien confirmed on battlefield, -10 when in sight range, -20 actions against him 10) PTSD : If broken, he dont recover until mission ends. After that, he need recovery 3-14 days. Curable in 2-4 months. 11) Duck shooter: No penalty aiming small targets. 12) Demolition expert: -9% AP and +20% DAM using Demolition Charge and C4 Charge. He can overtake 5-30 weight in explosives (depends of his rank) without TU penalty. 13) Death from above: When mission starts in dropship, +15 AP in first round 14) Engineering background: Between mission counts as one. +20% DAM vs robotic units 15) Academic background: Between mission counts as scientist 16) Eagle eye: Less range penalty, greater eyesight 17) Black ops: During night missions +5 all statistics 16) Bloodhand: Always +10% DAM 17) Paramedic: -30% AP and Weight Medikits 18) Animal control: 25 Ref penalty for alien trying to hit soldier in hand-to-hand combat.
    1 point
  2. Going back to this criticism, I was wondering if the Gemini would look more palatable if it had a different color scheme than bright saturated reddish pink, so I did some dirty image editing and honestly, yeah it does. Even desaturated red feels better, though I prefer the grey and blue ones more. I think the reason those colors work better is because they feel more "realistic", meaning the wilder alien shape of the Gemini feels more grounded and fit more with the established aesthetic of Xenonauts 2. One of the reasons the Xeno1 Marauder gets away with its color scheme is that it's more desaturated and also has a more "realistic" design. With the wilder shape of the Gemini, having a more down-to-Earth color scheme is needed to keep it from looking too toy-like.
    1 point
  3. Meaningful progression pretty much breaks apart after day 220 or so but I'm sure this is a known "issue". I've never played this far and the game felt quite nice and balanced up to maybe day 160 but from there on, I've struggled to have motivation to proceed further. The game desperately needs more missions to make the invasion feel more intimidating and aliens more proactive. This isn't stuff for balance thread, but damn the Gemini interceptor is fugly. Looks like a carnival themed bat wing. Really disappointed that the ultimate interceptor looks like a plastic toy rather than something futuristic, yet believably militaristic. Please bring Marauder design back from the Xenonauts 1. For comparisons sake: Xenonauts 1 Marauder vs. Xenonauts 2 Gemini
    1 point
  4. "Reducing a gun's damage by 80% wouldn't be like it doesn't still have a role." Does that sound right to you? It doesn't to me, not any more than reducing the automed by 80% does. Look, I'm willing to concede that I may be misremembering how it used to be, confusing the advanced medkit with the automed (I'm gonna have to dig out the old games and fire up one of my workstations that's old enough to replay them), but I'm not arguing that the automed should be fully restored to what it was either. I just think an 80% reduction is too much. That's not tweaking the game, that's taking a chainsaw to the item. Reduce it by 40% instead, see how it goes and what it does to the balance. Right now, I've stopped playing because I don't want to have to carry both the automed and the medkit. In effect, this change is a "deal breaker" for me. That may not mean anything to you, I'm one player, one customer out of potentially thousands, but will I be the only one? Anyway, best of luck to you with the game, I'm out and it's getting uninstalled because it's not something I enjoy anymore.
    0 points
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