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  1. 1 point
    The Geoscape is the central command and control screen of Xenonauts-2. It is here that the war against the aliens unfolds, with extraterrestrial units and UFOs appearing on the map to threaten the funding regions and you deploying your aircraft and soldiers to defend them as best you can. The goal for our changes in Xenonauts-2 is to give the player more choices and make the strategy map feel more reactive to what the player is doing. These are the systems covered: Invasion Balance & Reactivity Liaison Offices (Scientist & Engineer Recruitment) Orbital Bombardment Alternate Ending Other Mechanics Invasion Balance / Reactivity: The strategy layer in Xenonauts had a few problems that would show up when the player was doing well. The optimal way to play the game was to gain interceptor cover across the entire planet as quickly as possible, and once you had sufficient numbers of interceptors (assuming you kept them appropriately upgraded) spread across the world the strategy layer ended up being rather simple - the UFOs would spawn and immediately get shot down. One of the problems this caused was that the player would ONLY encounter crash sites from the point they gained air superiority. Almost all alien activity in X1 was driven by the UFOs, so shooting them down shortly after they spawn stops them from even spawning terror sites, creating alien bases or attacking your bases. Clearly, this doesn't make for a very interesting player experience and it's something we've addressed in X2 - the creation of some terror sites and alien bases is now independent from UFOs, so achieving complete air superiority will not lock you out from ever seeing those missions (in the final game ideally about half of them will be spawned from UFOs and thus preventable). The other problem was that long stretches of the game could be kinda boring when you were doing well. You gained Relations with a region by shooting down UFOs, and shooting down the UFOs also prevented them from damaging Relations - so any region where you had strong air forces would quickly trend up to max relations / funding and just stay there for the whole game. We're tweaking the way Relations (now "Panic") works and adding more strategic pressure from the Orbital Bombardment mechanic (see below) to try and balance this out. Finally, we're trying to make the alien activity more closely related to the player's actions. For instance, the aggressive UFOs on Air Superiority missions that will attack any of your aircraft that they encounter now possess squadsight, so they if you approach any other UFO within a certain radius they will light up their afterburners and attempt to protect it. Alien base missions now spawn resupply missions like in the original X-Com, and we plan to make alien base attacks more likely to be targeted at bases that house your most active interceptors, etc. In conclusion, we're aiming to make the strategy layer more interesting through a number of subtle improvements and balance changes that should collectively make for a much more engaging experience. Liaison Offices (Scientist / Engineering Recruitment): One of the larger mechanical changes to the strategy layer is the addition of Liaison Offices, which add a degree of territory control the strategy layer. Conceptually the construction of a Liaison Office represents the Xenonauts setting up an embassy / local command center to co-ordinate with the local region, granting permanent bonuses to both your organisation and the local region. There's about 25 of these in pre-set locations on the map, with 4 to 5 in each of the six funding regions. Construction costs $200,000 and takes 10 days. On completion, funding in the local region will be permanently increased and local Panic will be lowered, and a number of Scientists and Engineers will be added to your recruitment pool. This is your only source of scientists and engineers, so players will need to expand across the world to grow their research / engineering efforts. Crucially, you need to protect these Liaison Offices once constructed, as alien Bombers will frequently target them and attempt to destroy them. If they succeed, you lose your investment and will suffer a significant panic increase in the local region. Building a bunch of Liaison Offices you then can't defend is an expensive and potentially terminal mistake! Orbital Bombardment: Within a couple of minutes of starting the game, you'll learn that the Chief Scientist has discovered an unknown orbital object designated UOO-1. A few days later you'll learn that it is not friendly. The alien space station hovering above Earth is in fact an alien superweapon that will destroy a major city from orbit every 10 days, causing a large Panic spike in the affected region. Although there's nothing you can do to stop this, if the player is progressing through the campaign at a reasonable rate the orbital bombardment mechanic will not affect the game very much. The repeated Panic increases are balanced out by the passive Panic reduction that you now gain from completing important research, and the bombardment will always hit the region with the lowest Panic (i.e. the one furthest from surrendering to the aliens). The purpose of this system is to quickly close out games where the player has fallen behind and would eventually lose anyway. Thematically, it is intended to make the invasion feel more dangerous - even if you have complete control over the skies of Earth, the aliens will still be slowly bombing humanity into submission. Naturally, you'll get your revenge on the space station at the end of the game! Alternate Ending: The core storyline of Xenonauts 2 is learning enough about the aliens to figure out how to stop the invasion and destroy the orbital superweapon. Following a fairly straightforward research chain and winning a couple of unique story missions (an alien facility assault and a unique UFO assault) will eventually unlock the final mission, allowing you to save humanity and win the game when you've got an appropriately experienced and equipped squad to carry it out. However, the game will also include a second (better) ending that any player interested in reading the research text and learning about the aliens will probably achieve. It's not exactly going to be a hidden ending but it will require a bit more effort to achieve; capturing high-ranking aliens and reading research text will be a necessity. The idea here is that players can engage with the game world / lore as much as they like. If people want to ignore the research text and just blow up some aliens, that's fine - they can happily complete the game without ever knowing where the aliens come from or what they're trying to achieve. But I've done quite a bit more work fleshing out the aliens and their society / empire this time around, and if players want to take the time required to delve into that information they'll be able to engineer a better outcome. Other Mechanics: Some other smaller mechanical changes that don't warrant a multi-paragraph explanation have also made it onto the Geoscape: Panic: each region now has a Panic score rather than a Relations score. This doesn't change much except countries are lost at 100 Panic, rather than being lost at 0 Relations. Static(ish) Funding: regions no longer increase their funding as your Relations with them improve. Instead, any region not lost to the aliens gives you a set amount of funding each month. This funding is reduced by 25% if Panic is above 50, and 50% if Panic is above 75. Geoscape Agents: these are a simple strategic resource that will reduce current Panic by 10% when assigned to a region. I think there's scope to expand this system in the future, but we'd likely only look at this at the end of development. Tech Proliferation: completing certain research projects will give a global Panic reduction and equip the local forces with the appropriate equipment after a certain amount of time has passed. For example, once you've researched Laser Rifles you'll get an immediate Panic reduction and will see the friendly AI forces in terror missions etc start to use them ~30 days later.
  2. 1 point
    Hi everyone - I've been thinking about a new feature for a few days, and I realised I'd been assuming that the community would be very excited to have it in the game even though I'd never really asking anyone what they thought. So this thread is here to gauge opinion about whether people might actually want this sort of stuff implemented in the game! Item "Components" & Rare Drops: The idea here is simple - most manufactured items would require one or more "component" items as well as (reduced) Alloy / Alenium requirements. These components would be recoverable from the aliens but can also be manufactured using Alloys / Alenium. To give an example, a Laser Rifle or Laser Shotgun might require 3 Alloys and a Beam Accelerator. The Beam Accelerator could be built in the workshop for 10 Alloys and 5 Alenium, or it can be recovered from the battlefield - each alien plasma weapon recovered might have a 10% chance of awarding the player a functional Beam Accelerator. So you won't get many of them each mission. The player therefore gets a few "free" items of each tech level, but has to commit Alloys or Alenium if they want to fully equip their units with those items (Alloys and Alenium become the basic manufacturing resources that can be used to build anything). We would probably also add support for dismantling items, which would instantly destroy them and return the component (i.e. the Beam Accelerator) but not the basic resources. The component cannot be broken back down into the Alloys / Alenium. Why would this be interesting? To me it seems like this would make the Geoscape more interesting and allow us to add a bit more variety to the tech tree. For instance, if we assume the basic starting armour is the current Tactical Suit / Kevlar combo, we could add in the Warden Armour as a seperate item that is lighter than the Kevlar while offering more protection. This Warden Armour would require an alien resource called Nanothread, and you can use 1 Nanothread to build one Warden Armour - or you can use 4 Nanothread to upgrade your all your Warden Armour to be Warden Armour V2 that offers even more protection. You'll probably get a couple of Nanothread on most missions you go on, so you probably won't have passively accumulated enough Nanothread to equip everyone with Warden Armour V2 before you unlock the next tier of armour and can build the superior Wolf Armour instead ... but if you commit Alloys to building Nanothread in the workshop, those are Alloys you can't spend elsewhere. This makes your squad equipment a bit more varied, and you've got a few interesting decisions to make - do you give everyone the new armour, or just issue it to half the squad and then use the remaining Nanothread to make their armour even stronger? You've already got upgraded Warden Armour, so is it worth going all in on that and skipping the Wolf Armour entirely? etc You can also have some items that are powerful but don't really justify their construction cost in the tech tree, but can be built easily from rare drops - maybe a certain UFO has an extremely powerful laser cannon on it that does 25% more damage than a standard aircraft laser cannon, but would normally cost a ridiculous amount of Alenium to build. If you are lucky enough to recover that component from the UFO, it would only cost a few Alloys to build the special cannon and then you've got one aircraft with a practically unique weapon that can hit way harder than normal. Problems: The downside of this is the complexity. We'll have to upgrade the engineering project system so it can accept either / or costs (e.g. either a Beam Accelerator, or 10 Alloys and 5 Alenium) as otherwise I suspect having to manually manufacture every component before you build the "proper" item will be a real pain. Similarly, we'll need to implement the "dismantle" UI and functionality. It'll make the research tree more complex too. It's already hurting my brain to think about how complex the item trees are going to be when there's a V2 version of every item (particularly when you combine it with the light / heavy versions of each armour). The additional art requirements are also going to be tricky. But I guess that's for me to worry about. Anyway, what do you guys think? I think this is something that could make a huge difference to the overall gameplay given so much of the strategy layer is just a question of what you research next and what you assign your resources to, but it'd also be rather a lot of effort to go to if the idea doesn't appeal to the players much!
  3. 1 point
    The setting of Xenonauts-2 has needed to change a lot throughout development as the mechanics of the strategy layer have changed around it. The current setting of the game is explained below and forms the rules within which the game operates - as with the first game, we've made a big effort to ensure the game remains as internally consistent as possible! Alternate Timeline: Xenonauts 2 takes place in an alternate timeline to the original Xenonauts (and our own world). In the world of Xenonauts 2, alien interference in human politics ensured the Soviet Union never fell and the Cold War never ended. Start of Game: When you take control of the Xenonauts at the start of the game, the year is 2015 and the alien invasion is already underway. The extraterrestrials launched a wave of attacks on Earth a few days prior, causing only relatively minor damage but proving the various regional governments were completely unable to defend themselves against alien UFOs that were invisible to radar and equipped with devastating energy weapons. During hurried bilateral talks, the NATO and Soviet nations agreed that a single unified planetary defence organisation was required to co-ordinate humanity's war against the aliens (provided, of course, the other power was not in control of it). The obvious candidates were the Xenonauts, a long-forgetten extraterrestrial research organisation founded in secret decades earlier. This mysterious organisation had used an unarmed reconnaissance plane to conduct the only successful interception of a UFO during the first wave of attacks, gathering a wealth of data and sharing it with both superpowers. The Xenonauts are therefore formally appointed as the "first response" force against extraterrestrial attacks, with full jurisdiction to establish bases and operate military forces anywhere in the world. They are granted significant amounts of funding to expand their (initially limited) operations, and an esteemed military officer palatable to both superpowers is provided to take charge of the military dimension of the strategy (i.e. you). This is done on the understanding that the Xenonauts will share all research data with all participating nations. The Aliens: Little is known about the aliens at the start of the game, although persistent reports of extraterrestrial sightings have been circulating for decades and numerous suspicious instances of important politicians or generals abruptly changing long-held views to advocate military action against geopolitical rivals have occurred over the years. Once the invasion begins the aliens offer to spare any nation that surrenders unconditionally to them. At the start of the war, all major governments and civilian populations support the fight against the aliens - but if any region suffers too heavily at the hands of the aliens, they are likely to lose hope that victory can be achieved and surrender to the aliens. Iceland Incident: The Iceland Incident that led to formation of the Xenonauts was a political crisis that occurred in 1963. Officially, the discovery of a secret American missile base under construction in Iceland led the Soviet Union to mobilize an invasion force in an attempt to sieze the island before nuclear warheads could be deployed. A large-scale face-off between the American and Soviet navies almost led to a nuclear confrontation - but the situation was eventually deescalated when the Americans agreed to abandon the missile base and allow Soviet inspectors to verify the closure of the site. In reality, the confrontation was sparked when American engineers building a secret missile base in Iceland discovered fragments of an extraterrestrial spacecraft embedded in a nearby glacier. When the Soviet high command heard reports of this discovery, they assembled an invasion force - fearing that extraterrestrial technology might give their opponents a permanent advantage in any conflict. De-escalation occured when the Americans agreed to hand control of the artifacts to a jointly-established research organisation that would study the recovered technology and report to both sides. This organisation was known as the Xenonauts. The Xenonauts: In the end, less than half of the crashed UFO was ever recovered from the glacier and no sign of the extraterrestrials themselves was ever found. No major scientific discoveries were made as a result of the research work performed by the Xenonauts, and with no obvious signs of futher alien activity, the superpowers eventually lost interest. Undeterred, the Xenonauts continued to operate over the following decades (on ever-smaller funding) and developed several important pieces of technology that would prove invaluable in the coming invasion. The first of these was the inference radar; an extremely sensitive radar capable of tracking UFOs via the disturbances created by their energy shields as they moved through the air. The second was the X-24 Angel interceptor - a small reconaissance jet equipped with an small inference radar and designed from scratch specifically to resist alien weapons. When the invasion began, the Xenonauts were thus the only organisation capable of tracking UFOs and also possessed the only human aircraft that would not immediately disintegrate when hit by energy weapon fire. This proved enough for them to be put in overall command of the defence of Earth.
  4. 1 point
    I think @Chris ‘s idea of an under-suit could be easily implemented but can be much more improved if some of the rare components can only be from specific methods but always not 100% full proof. Like he said, using alien corpses to turn into resources could be a pretty good way of simplifying the system. But I think you could make it more in-depth by giving special conditions for those corpses to gain the resources you need. For instance: - A Sebilian mook’s corpse only have a 10% chance of dropping a Sebilian Serum but the higher the rank, the higher this chance will get (an officer, veteran will have a drop chance of 40-50%) - A captured Sebilian will have double the drop rate of a Sebilian killed in battle - Higher ranking aliens also have a chance to drop rarer stuff like cybernetic implants This should also come with a holding facility/chop shop where Xenonauts get to decide the fate of the captured aliens. You could interrogate them for a long period with the rewards of special missions: attack their earth-based cloning facilities, kill their supply convoys, VIP protection... where rare resources can be gained without vivisection. Or you could chop them up to harvest their organs in only a day or two. There should be special regional/factional missions to go with this. One of the factions can give you a mission to sabotage the other faction with the rewards being high-stats soldiers with special traits, unique faction weapon/attachment blueprints, research personnel, and even rare resources. Doing these missions will not only improve relations with the faction it will also sour the other faction respectively.
  5. 1 point
    This setting is good. Consistent and not contrived. It reminds me of a book, Footfall. Coming from space, the invading aliens have the height advantage so they can decimate any resistance; they hold the world hostage and demand subservience. The military has to pretend inactivity. Unable to launch their regular craft, Earth's fighters fly up on a ship powered by nukes exploding under a lead shell. The authors are really into their scifi weapons tech. The book has parallels in terms of the Cold War setting, and gradual research of the aliens, and a backdrop of a crumbling human society. Of everything in the original post, I think the Cold War setting is the thing that stands out. In fairness, I grew up reading Philip K Dick so am quite inclined towards that theme. A lot of those books leveraged the feeling of an unknown other against and this sense of impending doom. In my opinion, X2 would do well to draw on that theme heavily. There is some departure in this alternative timeline, in that both sides are still fighting in 2015 yet are joining up with the Xenonauts. This leaves me wondering how apparent it will be that both sides stand as aggressors in what would be a 70-year conflict (ongoing from from 1945). Are soldiers from both super powers really going to work happily, side-by-side, in the same bases? Surely there would be visible frictions internal to the bilateral funding body. And will there be elements of mistrust and espionage between the US and the Soviets? Maybe I'm stretching the idea farther than it needs to go here, but without engaging the theme, it seems a little shallow just to reference it for the sake of it. If nothing else, I'd really like to see more of what X1 did with the different art styles for the US- and the Soviet-aligned countries. Maybe have bases that are supplied by one side or the other adopt the corresponding aesthetic. So a site in the States would have guns branded with Colt - but somewhere out in the communist territories would be equipped with Kalashnikovs.
  6. 1 point
    I think @Sheepy said it best here, the random drops should be only for creating attachments to your weapons, armor upgrades, specialized weapons but nothing more than that. Most baseline weapons should only be crafted with Alenium and Alien Alloys. That will make a game session more varied and replayable as the drops are entirely random. Some more active examples: - Combat stimulants: give a soldier back 50% of his/her APs back for a 20% loss in health. Can only be crafted with Sebilian Serums. - Mind Jogger: a taser-like weapon that can cure mind control, single use only. Can only be made with a Neural Mapper. - Escape grenade: can be used with only a tiny amount of APs, let a soldier teleport to a random point on the map to escape danger. Can only be crafted with Intact Wraith Glands. - Heat bayonet: an attachment for your gun, a handy melee weapon when an enemy surprise you from a corner and you don’t have enough APs to switch to a shotgun. Can only be crafted with a Vibro Heater. - Air stabilizer: an upgrade to your Jetpack armor, allow your soldiers to shoot while hovering. Can only be crafted with Quantum Gyroscope. - Chameleon field: an upgrade to your armor, make you invisible for a single turn in a battle (I.e. cannot be shoot at by aliens in overwatch). Can only be crafted using Nanothread and a Ceasan Psychic Enhancer. This combined with regional/factional missions (to do favors for certain countries), could create a choice for the player to support certain regions based on the drops they give you as a reward and the exclusive weapons that needs those drops to be made.
  7. 1 point
    Quirks and flaws of equipment families notwithstanding, Xenonauts 2 follows a linear research progression path. That is to say, the further down the tech tree you advance the objectively better equipment families become. Furthermore, the game follows a linear difficulty progression path. UFOs become larger and more difficult to fight, aliens become harder to kill, and better equipped to kill squaddies equipped with current-gen technology (e.g. aliens have three generations of weapon technology in X2). The X-Division mod for X1 formally recognised this and subdivided the game into specific Phases. As equipment families progress and alien equipment also progresses the pressure is on the player to be ahead of the technology curve. As aliens improve of the course of the game it is generally better to research and manufacture current-gen to match the threat presented by aliens at that point in the game rather than stick last-gen, which matched the threat presented by aliens at the point where last-gen was current gen. This is most prominent with the armour equipment families – it is noticeably better to have wolf armour than it is to stay with basic armour and have the heavy armour upgrade. However, in X1 it is a valid strategy to not invest in current-gen and rely on last-gen technology (the “rush plasma strategy”). The aim of this strategy is to wait for a future generation of equipment family which is significantly better than current-gen, is achievable in a timescale that does not create undue pressure for the player and can be manufactured in large numbers reasonably quickly. While waiting, resources are either horded or spent on current-gen technology in another part of the game, e.g. forgoing Ground Combat lasers to purchase more armour, a key plank of the rush plasma strategy. So, into this, we introduce components. Components as presented in the OP create economic scarcity for current-gen equipment families. If you don’t have the component, you have to pay a stiff penalty to replace the component required, so balancing resources between various current-gen equipment families becomes more pronounced and the desire to obtain components becomes sharp. Penalties for last-gen technology are apparently less than the penalties for current-gen technology. As a consequence there is a strong economic incentive to focus more on last-gen technology than current-gen as resources can be used more effciently. If a player comfortably feels that s/he can survive on upgraded last-gen as opposed to current-gen then we are already in the scenario identified by Chris without any further incentivisation required. Items drops don’t need to be made more common, because economically you can make up for the penalties more efficiently than current-gen. In this proposed scenario, making last-gen drops more common encourages investment in current-gen by the expedient of flooding the market. If components for last-gen become more common this frees up resources to invest in current-gen that would otherwise have been invested in the technologically inferior but economically superior last-gen. It would, however, from a gameplay perspective be better to make the player feel pressured that they need to invest in current-gen technology over last-gen. A considerable percentage of the playerbase for X-Division enjoy the mod because of that pressure to keep up with current alien opponents.
  8. 1 point
    I'm halfway through my thesis on why increasing drop rates on old tech would be beneficial (I wish I was kidding), but what I will say about grinding is if you want to stop grinding from being the primary strategy for play, then I would suggest imposing economic penalities. You could actually use Strategic Operations or Agents for this. Fighter UFOs have in v12 a Strategic Operation where you can recover an item. Fine. Make that the norm for item drops. You don't get any item drops on a mission complete. Instead, the UFO remains on the map for X amount of time, like fighter UFOs do. You can click on the UFO and spend X amount of money for a chance to get a drop. The more money you spend, the higher the chance of a drop. Perhaps you could spend an agent for 100% chance of a drop, but then you've no longer got that agent. Edit: The basic premise - spend X resource to get Y% chance of a item drop is infinitely mutable. E.G. you could perhaps assign scientists and/or engineers as a "salvage team" to a UFO which takes game-time to salvage a UFO. The more scientists and/or engineers you assign as a salvage team, the better the chance of a drop. Heck, you be even more radical. Instead of getting any instant rewards like you do right now, all rewards cost a reource to get. Going back to the salvage team idea, you can only get rewards from a ufo once a salvage team has finished salvaging a UFO - that would impose economic penalities on grinding that could be felt through the lifespan of the game (scientists for the drop, engineers for basic resources?).
  9. 1 point
    In a lot of strategy game in order to maintain balance between the two opposing (sometimes even human) players there's a fog of war across all of the map. While a fog of war is a good idea I do think that coming by the air to a crashed (or non crashed) landing on your own planet is a missed opportunity to try and change or spice things up. How do you think a battle or your behavior would change if you had at least a basic layout of the map? You'll still have fog of war but you'll know where buildings, walls etc are. Theoretically you'll also have intel from surveillance (via airplanes or satellites) on the amount of enemy troops (even a rough estimate by words like: a few, several, multitude, swarm etc would be enough) I don't know how exactly this would effect gameplay but taking examples from a competitor, they had a stage before they figured out what mechanics to implement exactly where the game just kept changing to check different play or mechanics (like one time line of sight was laser pointers from soldier to enemies and other soldier and the whole battlefield was just laser lines) while not having access to the game myself I think it would make for an interesting test, and since the game hasn't been released as a "beta" to the public I might not be too late to examine new ideas... what are your thoughts on the subject?
  10. 1 point
    Thanks for the comments. There's another problem here that's worth mentioning, too - that this brings back an incentive to grind the same UFOs over and over again, which is something I don't really want to incentivise because people rapidly get bored when they feel forced to do that. I'm not sure I see a way around that, though? The connected point made above about not wanting to "camp" UFOs for specific rare drops is a similar problem. I think most people would do a couple of crash sites and take their chances, but other people might grind every crash site until they get what they need for the optimal items and I'm not sure what you can do to prevent it. In an ideal world, you could tell the player in advance how many of each specific item is present at the crash site and can make the decision about which missions to fight based on that info... but I don't think there's any logical way that information could be known in advance. A few specific points: @Max_Caine hmm, what's the logic behind increasing the drop rate for items once you get beyond a certain tier? I'm happy to give it a try, but I'd have thought it'd trivialise the decision to invest alloys / alenium into a particular tech tier because you know you can always wait a bit longer and you'll get everything free. You might also just end up continually feeding the player a load of items that are useless to them, and even though you can sell them it might get a bit annoying to have Nanothread coming out of your ears a couple of months after you stopped being interested in it. I suppose one possibility to balance it might be to allow you to (inefficiently) convert a resource into the next tier up. Or maybe (inefficiently) break it down into the source Alloys / Alenium. As you mentioned before, this functionality could be tied to something like the Alloy Forge building, I guess. It does sound like there's a danger it could be too complex though. @Sheepy so the larger and more advanced UFOs contain more alloys and alenium, which means as the game goes on it becomes relatively cheaper to buy the items you are missing from an older item tier, so I think that would happen automatically. And, yes, there is always a chance that a player gets unlucky with their rolls but given they'll probably kill several hundred aliens across each campaign the randomness is likely to come out in the wash - the same logic could be applied to say that ground missions might be impossible because a player might get unlucky and miss five 80% shots in a row. It's certainly possible but but you've got to assume luck evens out over time. @Solver I'm not really sure how this system would solve the issue you mentioned with X1 about a good player snowballing, though. It's the same as the X1 system with a little more choice about how you approach things, so a player who is doing well is still going to be snowballing just as hard as they were before.
  11. 1 point
    I really like the idea of introducing more complexity and substance into the economy. It feels like all x-com games have a strategic economic management game somewhere, trying to get out but buried under other issues. In the original game, the economy is entirely meaningless because you can set up manufacturing for profit, and also because missions give way too much loot after the first few. In X1, the economy is not broken, but it's simple and self-reinforcing. If you're doing well, you get more money so that you continue to do well. If you're doing poorly, you have a limited time window to turn things around or else everything comes crashing down. Having alloys and alenium for production was good but ultimately irrelevant. If you were doing well enough to have access to the advanced items, you had enough materials. Manufacture components could add a lot, as long as they're scarce enough, and there's variability in how you get them. You could make it worthwhile to assault landed UFOs (which carry a higher risk) by making sure they carry some valuable components that are fragile and usually get destroyed in a crash. You could reward air combat success by having rare, difficult spawns of UFO fighter wings that carry valuables. And so on. At the same time it needs not to be too random, it absolutely ruins the feeling if you're just there waiting for some rare component to drop from a UFO. This is a good idea, but I think the main thing is to make sure resources, whether it's the usual alloys or components, actually introduce some choices into the game - which means different ways of getting the resources with varied risk/reward ratio, and having the numbers such that you usually don't have the resources for everything.
  12. 1 point
    If last-gen components will be more readily available, like Max Caine suggested, like if their cost decrease with tech, or drop rate increase with tech, I'd support it for the spice. Otherwise, I am biased towards Against, as it complicate things and has the potential to hangs the econ or even the campaing on some more random rolls. For reference, There is a 35% chance that recovering 10 plasma weapons yields no beam accelerator (90%^10), 12% chance after 20 (90%^20). Not a very nice chance. One in ten players won't even see plasma drop beam after, let's say three combats. Worse, if a plasma may drop three components, the chance of not recovering one of them increase to 72% @ 10 drops and 32% @ 20 drops. Too few components, and the system is not fun enough. Too many, some players are bound to need to spend extra resource to make up, and some players are bound to get too many! The hard part is, the line depends on player luck! Are there not enough variety with the addon system to keep inventory and production interesting? I think the trend (non-rogue-likes, non-micro-transactions), is to make common resources stable and reliable, while "consumables" are rare and powerful, like xcom 2's core or civ's hero. And not too heavily luck based - players feel better when skills play a factor. Whether 10% or 40%, drop chance is a term that better fit lootbox now.
  13. 1 point
    One thing I would like to see is earlier generation components become more available in relation to the current generation of technology. For example, if nanothread was only useful for basic armour then when wolf armour becomes available I'd like to see nanothread more accessible. The reason for upping the drop rate would be to create greater tension between filling out last generation technology and focussing on current generation technology.
  14. 1 point
    I like the idea, I can see it tying into your suggestion for resource generation buildings in the base mechanics thread. E.g. the "Alloy Forge" alluded to as an example in that thread could be a place where components could be constructed. Erm, just a suggestion, but as you're possibly implementing disassembly then could you extend that further than human manufactured items? Possibly extend it to all the alien gear you pick up and tie that into generating item components. So then the player has one of two options, either keep items for resale and cash generation or dissassemble items in the hopes of getting an item drop.
  15. 1 point
    To be honest I prefer the X1 Caesan than new one, the X2 one is more cartoonish and i still think a slim little grey man is authentically better than some pet-like goblins considering the background settings. X1 alien races did a really good job and i cant see why changing them. I did like to see more human enemies like enemy within, the idea of fighting human terrorists can let you take a break from fighting endless waves of Reapers and Androns, and i really like to see the lore of such organisation if they have any. Also I'm having an idea of doing alien vehicle, so instead of always fighting foots soldiers and grunts, you can also destroy alien APCs and alien Tanks, It would be interesting if the aliens bring their own tanks to the party, although this might be impossible because even human vehicles are cut from the current build.
  16. 1 point
    I feel like there's solid potential for unlocking recon runs that last 1 turn as features for good funding relations with regions. I don't really like not knowing the basic layout of a city we just landed in though. Fog of war makes sense but a vague idea of building layout would help.
  17. 1 point
    When it's ready to be isn't an option so I didn't vote.
  18. 1 point
    Yep, there I aggree fully. As an Beta-Tester for Xenonauts 2 I can only agree that a the Basegame has to be Stable and Public Ready for a light Early Access Version (like the first 6 Month playtime with everything was coming in and Placeholders are fully overworked), while we test the next Upgrades for the Game. That´s the Way, nothing other. Half-ready Products like Electronic Arts and similar Companys bring out every Year is the best Example what´s going wrong in the Game-Development. If everyone would work like such Companys the World would be in an Atomic War because of boredom. Of Courese there are Exceptions which show how to do it correctly: Paradox with HBS (the new Battletech-Strategy-Game and good going Paradox Games [after Pdx announced that Beta-Testing is very important] Step by Step), Blizzard, Firaxis (with its new XCOM-Series and the good old Civ-Series), Chaos Concept with UFO Extraterestials and in an 13 Year Development for UFO 2 Extraterestials as well as Goldhawk Interactive with in Development Xenonauts 2. They are Examples how to correctly Develop a Computer-Game, esp. from the Second on!
  19. 1 point
    when its done, you have 1 chance at the first impression I'd vote for not mucking that up with jumping the gun. that doesn't mean that support should drop the second it hits the stores...but it beats early release and having to fix a lot of stuff in the first few months after.
  20. 1 point
    I liked the way it was handled in xen1, but there was a bit too much, "Under Alien Control" going on. I don't think humans should have attacking mind control power though - only defensive. Some things should remain a mystery!
  21. 1 point
    Thanks for the tip. I was saving myself for marriage, but the next build seems like a more practical goal..
  22. 1 point
    Also, given I perhaps went off a bit on a tangent there, it's worth mentioning a few specific points about the base mechanics and the air combat. Not sure if you read the associated threads but the base already supports individual scientist / engineer staff assignments to specific buildings, has a power system and we're going to be looking at adjacency bonuses for buildings in the future. In the air combat the interceptors have additional customisable components beyond just weapons and we're looking into adding cover to the battlefield in the form of clouds, adding several new weapons and AI behaviours, experimenting with hit and evade chances, having a "proper" autoresolve formula, etc. Whether you class that sort of stuff as sufficient improvement over X1 is up to you really; it's definitely evolutionary rather than revolutionary change and your mileage may vary. But as I've outlined in several recent posts on the topic it's necessary to first copy the X1 mechanics before you are able to start testing changes to them.
  23. 1 point
    I think it's a valid question to raise, and I'll probably write a longer post on the topic at some point because I imagine you're not the only person thinking this. I guess the question really boils down to what an individual considers sufficient innovation / gameplay change to be "different" to what came before. Over time the design Xenonauts 2 has drifted from being full of bold new ideas to something far more akin to the first game, which mostly happened as a result of those bold ideas colliding with reality and coming up short. The community has definitely played a role in our decision to move X2 closer to X1, but that could be interpreted either as hardcore fans hating change or just people flagging up new ideas that are outright worse than what they were replacing. Both of the changes you mention are in service of a deeper strategic layer than was originally planned in X2. I guess over time I've realised that that complexity in the tactical and strategic layers relative to other games in the genre pretty much IS Xenonauts; a lot of people liked Xenonauts 1 because the strategic layer was more freeform than the modern XCOM games and simplifying the strategy layer as we originally planned in X2 may not actually have been the adventurous choice given that is also what our main rivals have done. I've also found that the various mechanics in X-Com games are so heavily interconnected its difficult to change a major element without negatively affecting other parts of the game; having a simpler air combat model limits the Geoscape more than you might initially think. In general, I think within video games and the strategy genre in particular there's a proud tradition of sequels refining the original game without having to fundamentally change the mechanics. Civilisation II and Master of Orion II spring to mind, but something like Doom II also works for the comparison. If we deliver Xenonauts 1 with updated graphics, better stability and usability, address a number of the gameplay problems, add some new aliens / technology / other content and maybe a couple of well-chosen new gameplay systems to give players more options - is that not enough? Ultimately that's a question of personal taste, really. That said, I do feel bad for people who backed our Kickstarter or bought a pre-order on the basis of our bold promises about new features that have since changed; I think anyone in that situation has a legitimate case to argue they had been missold (which is why I'm happy to offer refunds to such people).
  24. 1 point
    Don't ask me! I'm in as much of the dark as anyone.
  25. 1 point
    I took a picture to better explain what I mean. http://steamcommunity.com/sharedfiles/filedetails/?id=150811764 You see my new number 2 gets added to the right hand side of the soldier list, the numbers in red are how they will actually appear on the ground combat UI. If I want him to be number 2 on the ground, then I need to unassign 3,4,5,6 so number 2 will move down to the second spot. Afterwards I can reassign the other soldiers in the order I want them.
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