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horrid

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  1. <p><p><a href="<a href="http://lophoctienganh.org/" rel="external nofollow">http://lophoctienganh.org/</a>" rel="external nofollow">trung tâm tiếng anh</a> <a href="<a href="http://tutozone.net/" rel="external nofollow">http://tutozone.net/</a>" rel="external nofollow"><a href="http://tutozone.net/" rel="external nofollow">http://tutozone.net/</a></a> <a href="<a href="http://luatngogia.net/thanh-lap-cong-ty/" rel="external nofollow">http://luatngogia.net/thanh-lap-cong-ty/</a>" rel="external nofollow">thành lập công ty</a> <a href="<a href="http://luatngogia.net/tu-van-luat/" rel="external nofollow">http://luatngogia.net/tu-van-luat/</a>" rel="external nofollow">số điện thoại tư vấn luật</a> <a href="<a href="http://tuvanphapluattructuyen.com/" rel="external nofollow">http://tuvanphapluattructuyen.com/</a>" rel="external nofollow"><a href="http://tuvanphapluattructuyen.com/" rel="external nofollow">http://tuvanphapluattructuyen.com/</a></a> <a href="<a href="http://chochucson.com/forums/117/" rel="external nofollow">http://chochucson.com/forums/117/</a>" rel="external nofollow">nhac san cuc manh</a> Diệp, phần thưởng của Thiên Đình cũng hạ xuống. Lần này không có pháp bảo cũng không có đan dược lại càng không có bí tịch Võ đạo mà là một cái nguyên khí thiên mạch ngưng kết thành hình cầu, giống như thái cực, hỗn nguyên không ngớt.</p></p>

    <p><p>-Hả?</p></p>

    <p><p>Phương Hàn biết Đây là một phần thưởng rất lớn của Thiên Đình. Một cái nguyên khí thiên mạch ngưng kết thành hình cầu quả thật tương đương với một phần ngàn giá trị của một linh mạch Thánh giai.</p></p>

    <p><p>Tương đương với một phần ngàn tài phú của một đại giáo vô thượng.</p></p>

    <p><p>Loại phần thưởng này cho dù là một số Hoàng giả bên ngoài cũng đều tấm tắc than thở.</p></p>

    <p><p>Tuy nhiê</p></p>

  2. Have to agree with Mordobb and ThunderGr concerning Gauddlike's post. I haven't installed the steam experimental build yet the last playthrough I had (late September) I had more than ten missions. Considering the proposed mission ceiling and attrition I'm experienced (couple casualties but steadily mounting injuries) I have some concerns about pacing. I really appreciated ThunderGr's mention of Afterlight. The choice of the Cold War is such a wonderful place for factions (NATO, Bloc. Com). There is so much potential there. Shame to see it sit like cardboard on the sidelines.
  3. The new interface meshes better with with rest of the presentation. For continuity/immersion I think it is probably a better choice. I will really miss the early display though. Thematically it feels more appropriate. As a period piece the near monochromatic "sort of doppler" feels like a military display. If the game were set in the 40's it would be like giving the plotters and their shuffle rods their walking papers. The rest may match but the intercepts will remain a disconnect. There was a symmetry there that you will lose unless you intend on changing that UI as well.
  4. I'd like to chime in for the medals being rare camp. If they get handed out like candy it diminishes their significance. Something like service medals by region would be acceptable in numbers though. If you use the territories the globe is already divided into and award a service medal based on 25 missions in a region that might be a good relatively common award. No need for a perk or benifit just an illustration of where the soldier has fought. With multiple bases and transfers of experienced hands it could make for some diversity and give each trooper a more complete combat record. Final arguement against candy medals. Many recipients of prestigious service medals were awarded them posthumously.
  5. I would like to see you receive the funding you need to build the best game that you can. What seems most critical is having the means to employ your staff. While it would be nice to receive perks or recognition for assisting in this endeavour I'm ambivalent about the utility of said perks. If I want anything for providing additional coin for development it is a bigger, better game. Things like art books look fine sitting on a coffee table but I prefer putting coasters under my drinks. Money spent on a print run or binding a trade or hardback could be better spent on in game resources and internal developments that enrich the gameplay experience. When I read the game manual word doc I was disappointed that the training system may be removed apart from the basic course that is sitting there taunting me in the personnel window. I'd rather be playing Xenonauts that realized that function than being so disinterested in the game that I'm reduced to leafing through an art book about it rather than enjoying the game itself. Variant skins for weapons from Warsaw Pact or NATO nations don't really interest me. If the weapons performed differently in game it would be a worthwhile feature. If an assault rifle is an assault rifle why give it a different appearance? On the other hand diversity among the soldiers would be nice to see. You have an incredible game in development and I'd like to see it completed to the high standard a dedicated(full time) team could deliver rather than a lackluster game and a book that makes me angry whenever I move the coach to do the vacuming.
  6. "Non pro amore patriae"-Not for love of country I like this one because it reasonates on a lot of levels. As a soldier you take an oath of service to your country that's supposed to mean something. During the Cold War period the "walls" between rival nations (both real and ideological) were seen as absolutes with clear lines drawn between good and evil. When a threat arrives that transcends all of these carefully constructed demarcations that we as humans beings have seen as so critical to who we are that is huge. Imagine the fireworks when elite soldiers rival nations are dragged into one space and told they must work together for the good of humanity as a whole. If there was any kind of induction ceremony I can't see it being anything other than renouncing all of the nations they had served for the greater good of a united humanity. In this context the idea of a country should seem small or petty. This or steal one from John Lennon; Xenonauts: Imagine:)
  7. Rank in and of itself could be an effective means of implementing a "command buff" to junior squaddies within command range. The experienced NCO could inspire confidence in the more junior members of a team. A mechanic like that would give you the feel of a trusted "fire team partner" but would be less tracking intensive as you wouldn't be required to track every mission logged between every member of a squad. If there was a bonus of this type there would have to be some penalty as well. If they can put down the sarge we're all gonna die. Another cool possibility is specialist training. From the view of the soldier screen in the finished game you could send a trooper away on a physical training course for six days for two +3 stat buffs. Similar courses offer the user the ability to choose customization for squad members with is attractive to both power gamer and roleplayer types. As long as these choices aren't gamebreakingly good this is a fantastic idea that the development team looks to be working on. Medals are neat even if they don't confer any advantages. I remember playing Silent Storm and checking out my teams decorations just because I could (it was a silly highlight of an after action report). The last feature I'd really like to see relating to this thread would be negative traits caused by injuries. If you get smoked by an alien energy weapons there are some things a week or two in a hospital will never change. If serious injuries had the possibility of causing effects like a bad knee or the loss of an eye it invites the player to make some weighty decisions. My favorite would be a PTS issue that might affect the units psychology and your ability to issue them orders (Bloggins is a killing machine but can he still keep it together in the field?). Good squad games should challenge a user to make hard calls when they are in a position of command. This Bloggins might be the ridiculous super sniper you farmed compulsively but what if his stress makes him unresponsive when the chips are down. Is it worth keeping him if he jeopardizes the success of the mission or the lives of his team should he freeze up again? You are the commanding officer, make the call. Epic. ....................................................... I thought a bit more about PTS disorder and don't think that classifying as like a physical injury is valid. Too often in squad sims users have pet soldiers they want to do better than others (the go to guys who are always on the skyranger/ chinook..........You know you do it too!). It would involve a real pain in the ass worth of programming to implement and may not be worth it but consider it as a cumulative effect. All models would require a randomized "break point" much like any other stat. Constantly deploying the same models without rotation would raise the stress index. Sometimes instead of putting Bloggins on a new combat course he may need some leave/ R&R away from the front line. Maybe there would be a place somewhere in the tech tree for a branch of combat medicine that could treat/mitigate the cumulative effect of extended deployments but in the end everyone just needs some time away. From a purely game mechanics perspective this would encourage players to build a team of soldiers with diversified skill sets and encourage grooming of new recruits rather than using them as fodder.
  8. Due to the nature of the setting I think it appropriate the F-17 doesn't make the grade when compared against the MiG. Soviet aircraft at the time were significantly faster and a stat exchange when one aircraft "looks faster/ cooler" would diminish the integrity of the story/ suspension of disbelief (I know, really important in a pc game about defeating an alien invaision:)). That being said it really isn't fair to compare the stats of the soviet interceptor to the american. The F-17 was "budget" as far as combat aircraft and it's design reflected a light weight build philosophy of the time. The F-17 never made it beyond the experimental phase and would evolve into the more familiar F-18. The loadout on the MiG-31 seems more in line with the weapon fit of a MiG-25; it was faster than the 31 but only carried missles. The Mig-31 did have a cannon in addition to carrying missles. Both soviet aircraft were at least 30% faster than the F-17. I think both aircraft bring some interesting possibilities to the table in game. The superior range and lower cost of the F-17 would allow a user to employ more units in a "screen" (flights from multiple bases/attack vectors) and the lower cost could make it more viable to fly them in wings while the MiGs would benifit from more conservative tactical deployments (shorter attack runs to reduce fuel consumption). The R&D phase could really make this all very interesting. In selecting a somewhat retro (79') time period it is possible to research and implement technologies along some really cool paths; 1. Real World tech- As avionics have advanced over the course of thirty+ years there is a wealth of real world data to appropriate. Research time tables could be advanced dramatically in our alternate history as a result of an alien threat. JSF project realized by 1985? 2. Alien tech- The weird stuff, alien saucers at the command of human fighter pilots (Wasn't that a questionable movie?) 3. Hybrid- The best part: A fusion of advancing real world techs and alien systems. I think these possibilities would be the most novel. An earth fighter incorporating an alien power source that improves performance or offers a near perpetual fuel source? As the game gets fleshed out I'm sure there will be a better environment to demonstrate the qualities of the different aircrafts. A sprinter isn't necessarily a better athlete than someone else unless the only test you are putting them to is a 100m foot race. The radar out of the box is limited but technologies in those areas if researched could offer better imaging/ tracking. I even like thinking about playing this game
  9. Hi, I've been following the development of xenonauts for about a year now. I've been a fan of xcom series since it's first incarnation and have always hoped for a worthy "spiritual successor". Over the years I feel that the succession of want-to-be titles have made some worthwhile contributions to the genre but somehow seemed to fall short of what I had hoped for. As I have followed xenonauts I've been most impressed with the choice of time period and the fascinating history that was invented. The Cold War is a bold choice that set this project apart from other offerings and really made me want to know more. Long story short I lurked for ages, fairly recently set up an account and finally committed I discovered the builds were opened up on Desura. I had my first look at the build last night and was drawn in by the familiarity of the gaming experience and excited at the huge potential I see in the offering. Happy I finally came down off of the fence.
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