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drages

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Everything posted by drages

  1. The main idea here is which stats do we need to use in this game at all? I think we should not use strength, dexterity, constitution like stats.. we need special soldier stats lie accuracy, throwing, bravery, speed.. And you can train yourself for all those things at a military base. You don't learn to fight at battle ground, you already get trained and use it battle. You can add something creative related to bravery or battle experience. So a soldier with more bravery and battle experience can use their soldier stats much better. I mean you can be a sharp shooter at shooting range but can panic and even cannot pull the trigger at battlefield. Reaction could be trained at battlefield too but there is many training for reaction too because its more important then most things to survive. HP training is useless because HP is useless.. A plasma pistol can melt you anyway even you are Arnold.. so i like the solid HP with solid HP armor and solid HP shields.. so after everything is done, you will probably die or badly wounded against an alien weapon. So having 60 HP and 70 HP should not bother you at planning the game.. As a result: If you ask me, just get battle experience from battle and let it give you some ranks. Rookie, veteran, elite, super, mega vs... and this ranks will give you bravery and let you use % of your other stats.. Example: You got 100 perception, 80 agility, 60 reaction, 30 bravery and you are a rookie, so you will able to use %50 of it, so it will be like 50 perception, 40 agi, 30 reaction and 30 bravery. If you become veteran, you will able to use %80 of your skills and will have +10 bravery. For strength.. just don't use it.. every soldier can carry many things as at least 2 weapons same time.. for big weapons like miniguns, just add some creative limitations rather then muscle stat..
  2. Dog's can have good number of updates. They can have armors. They can have senses to detect enemies. Dogs can have special attacks to disarm or stop enemy movements by catching them. There are many reasons that armed forces uses dogs rather then mars shivs.. you can have even have cyborg dogs at late game with same weapons. With the same movement sets, you can have strange dog shaped aliens too. Dog animation sets would be very simple too.. run-attack-death maybe stun and another attack.. so 4-5 animation sets would not break any animator. As we talk about it earlier, modders can create many creative things from them.. And shiv's are not cool.. you probably get a soldier rather then a shiv with gun.. a rookie soldier could be used as a cannon fodder as a shiv but he got a chance to survive and become more skilled one at least.. but shivs are... just shivs.. i would like to have drones with cool abilities like xcom and some bigger one as a manned walking armor, or something more cooler scy-fi thing.. but not a shiv with a normal rifle on it.. adog makes tons of much more sense..
  3. New aliens?? I did not expect that one.. i would like to see all concept arts of others!
  4. As I don't remember anymore the exact numbers but a magazine must have exact number of rounds for any shot. I mean there should be not bullets for 2.5 burst shots, it should be 2 or 3. It should be 3 for that weapon probably.
  5. As i read the reviews, it's not well with LOS and bullet passing walls problems.. heh like Xe-1 at first days.. and the combat is very very hard.. you just need to be under cover and as people says, it's not well too..
  6. Kabill you alive? Nice to see you!.. About mods.. i think most of the useful mods are already inside X-CE. Others are mostly outdated by the base game and X-CE versions, so they would bring more problems and questions to new comers. I think the best option is, if there is mods which works fine with final version of the X-CE, it should be inside X-CE. As the X-Division development finally finished, there is nothing left for Solver to have a headache and X-CE project finished too. Every mod should be checked but it would be time consuming too. Most of the good mods are from specific people like you, so if there is mods which works, i think you can talk about it with @Solver to add them to X-CE as an option rather then making a special mod server. Funny part is, mod servers got always problems if they are just for one game. For that reason there is Modb and Nexus. Even openxcom, which is created for modding too, do not have a working mod server because the old server owner vanished. Goldhawk can make a server but as i said, if the mods got problems with final version, it will bring much more problems at least for Xe-1.
  7. If you miss any ufo, there is a chance to see it at next wave. If you don't act about something, any ufo or mission, it just lowers your score at the end of the month. There is no big deal if you miss something.. You can't win everything at this mod..
  8. It's like Akumas finisher. He knows every possible enemy positions and shots. So he... it's complicated a bit but a great movie..
  9. To be honest, sectoid is a global alien type. Nobody can talk about being same. I think the reaper is much humanoid then needed. Why do they have hands? They should be more creature.
  10. I am the 2. One who watched it, just wanted to see what is so bad about game. But you only said something about cover for 5 min and then you start to talk about numbers.. I stopped there. You can't talk about balance at an early alpha test release. I don't know how you can deside about whole the game just playing with that alpha build too. You did not put game play to show your points. It's just a screen and very slow talk with very few info for 10 min. Anyway.. It's your desition.
  11. Yep, we need cool xenonauts if we need to stop alien invasion with some guys.. I think if he was an xenonauts, all those enemies would survive at the end anyway :)..
  12. Yeah ai is a bit capable of things more then it should be. Ai always throws when they see people together. So if you don't want grenade just don't hug each other. You are never safe!
  13. Enemy AI can hear voices ( footsteps, gunshots), can calculate possible positions and if an enemy saw you, it can inform others about your position. They are team as well, they communicate. Think that you play as aliens and you can detect enemies by their sounds even you don't see them.. what would you at that situation? Many people think it's a bug but it's something at code.
  14. Hey solver.. As i said, i throw those ideas here and there.. there is 3 steps that we can have those ideas and devs, you and us will put those when it's fit.. I never want or force devs to add something to hinder their development progress.. Step 1: Development Phase: Ideas could be used at game itself and could be added/softcoded in the way.. Step 2: Mod Support: Ideas for things which not be used at base game but not big to give much time to code.. probably more softcoding and richer options which game already got.. Step 3: X2:CE: Crazy new things which even the devil not imagined.. Note: I gave up for bigger units as the main game won't have any, i will just go for "big creatures/mech armors which fits to 1.5 tile" trick, if i can add new units to the game.. and dogs.. there should be dogs.. people will fight harder to save civillian dogs rather then humans.. who cares human anyway? :)..
  15. I can see the possible problems.. multi tile units needs to have a proper code for their own.. Even i would like to have it, i would like to have it with the units, not only a mod option.. adding a totally working, game ready model and code would require very skilled modder to create and put it into the game and for that reason, it's a big risk to take to put it into the game as a code from devs. A proper way would be a DLC/Expansion named "Big Bad Bosses" as the main game would have their own big enemies/units.. There is possible solutions for this: 2x2: A tile is already 1.5 meter so adding any 2 legged big unit/robot/creature could still fit there even it's a bit bigger then 1 tile as visual. At Xe-1, there was 3x3 support but many maps lacked for big enemy spawn points so most of the 3x3 enemies stuck into the walls.. we used 1x1.. it clipped with objects/walls time to time but it's better then bugged.. 3x3: It's very hard to fit anywhere.. again at Xe-1, those 3x3 units could not go anywhere because of map objects.. At X-Division, we made "every" object collapsible when a heavy unit passes. It worked.. but it's still huge for a tactical soldier battlefield.. and it's a bit lame size too.. i mean whatever you put at a 3x3 looks little or big.. if you put a tank, it would look still little as a drone.. but it's big to be a drone.. you can fit a huge dino to 3x3.. for short, it's not right.. I can ask for devs here, make every map object collapsible when a heavy unit passes.. it could be androns or heavy armors here.. let them destroy everything in their path.. at Xe-1, even little objects could be a huge problem.. some objects like cars does not collapse even you shoot it to the death.. the ruins always stay.. this create problems..
  16. I respect, but the problem starts here. I mean that huge chest and "fix" would turn it to a little human with bigger head.. Those are the warrior caesans probably, we did not see other versions.
  17. Xenonauts was a game. Xenonauts 2 is a proper-well made-updated-good working-professional game as a remake of the Xenonauts.. If we would have a series, naming this game like the second iteration of the first game will be very wrong.. because if you make a third game, it would be very confusing series as the 2. one is a remake.. Xenonauts is not a force name too like X-Com.. it's like a name for about a job simulation. Like an astronaut simulation.. it's not a name of an event too like After***** series.. We need a proper name.. something much cooler.. I prefer a force name.. we can name it X-Shield, X-Division, X-Haters.. you got the idea.. as a remake, it could have a second name as "Xenonauts".. First Wave - Xenonauts could be nice too if we want to use an event name.. Rather then the game, we need a name for the force of Xenonauts.. we don'T have a name.. we don't have a logo.. we are just random.. it feels week.. "We are ******, defending the earth..." who?? As the kickstarter started as name of Xenonauts 2, to make the people know what it is.. but now you can change it to something else.. it's a good time for it..
  18. Xenonauts 2: Before the Fall I liked how the X-COM 2 scenario as we failed at X-Com 1.. I don't know that Chris wants a 3. game but if we will have a series, i think the name should be changed totally because it's not so nice to have a remake as a second game and making a 3. one as the next... it's confusing.. i would like to see other xenonauts with other scenarios.. it could be like saving earth again or conquering mars or going underwater.. but for that we need to have a proper name for the first game as a series. So i still think we need to have a proper name for a force.. Xenonauts is a name of a job like any -nauts.. i mean astronauts got NASA for example.. X-Shield : Xenonauts ...could be a good example as a new game fo a series too.. I should open a topic about that..
  19. If devs add the option, why not.. pathfinding and attack code should be there. The game should able to calculate more then one tile units, able to target it as one.. it can attack to other things too.. AND we need to able to add totally new enemies with the models and animations, which is the hardest part for a modder..
  20. As Apollo said, when the game is up, many people joked about caesans about big eyes with jeans.. I don't have a problem with them as i see them an alien from Star Trek Universe, more human style.. but for an XCom you need to picture them more evil more extressial. A caesan model is just our grey, little, big head/ big eyes enemies.. it's a classic.. so you should not make it so "human" then it loses it's magic.. Our new caesan here is more modern touch of that grey ones. Here you can see that, they are more "soldier" types as they seems much more stronger and ready for battle rather than a brain guy.. I like it.. My only problem with the new aliens, they are so humanoid.. even androns are humanoid.. reaper is a humanoid with blades with with more scary eyes.. i would like to see more ski-fi, creature type aliens at enemy arsenal.. as we won't have bigger enemies, we will stick to those.. they don't make a react "wtf" when i see them.. We will see..
  21. For that "manpower" and "expensive" additions, we got that "mod support" from kickstart. The reason i am telling all the ideas i have, i don't want to add more manpower when the game is done and "mod support" started. Chris or any dev could say that "why did you not say that when we are developing the game? we could easily add it when coding/planning ******* part of the game. But now we will need/change/edit/rewrite ********* part of the code..." As the game is still early development, any idea can be implemented for base game or a possibility or added later as mod support. So nobody should just stay silent and wait to tell their ideas or solutions for any problems. I never say that "you need to put that ****** idea for sure into the game!".. i share my experience with games and modes.. i can see possible future implementations.. some little code at this early state can save even a possible DLC/Expansion feature..
  22. For those reasons, game should be open minded for all possibilities and should be implemented by devs for maximum stabilisation. As we have mod support now, i just tell everything in my mind so the devs would not have any problems to add later. They can even use those ideas at the base game too.
  23. Getting behind is a safe mechanic to not stay at line of sight. They got sneaky ai so even they attack, they want to stay hidden at end of turn. With this, they can stay at hidden from you and sometimes you will see that one of them just standing at your back, or kills your soldier when you just think your back is safe. Melee ai is ultra tricky for this kind of games. Even openxcom ai code could not handle it and they created a direct attack ai for melee. We got sneaky ones at least.
  24. Able to end an alien invasion at first day looks like a Hollywood scenario. If you could end it with 6 brave people with standart weapons, then I would laugh to that invasion. I think it should be impossible to reach to the end boss with earth tech. I like to play as long as I want. It gives you the sandbox feel. Even xcom 2 countdown got very harsh reaction from gamers. I am against cool downs but possible early ending is fine for me. I would like to have more then 1 step to the ending, not just one mission. If you fail it, you should able to escape and game should continue.
  25. There is something important here. We are not against some terrorists with normal rifles.. they are aliens with plasma weapons with alenium grenades.. Maybe you can survive some alien pistol shots if your armor fails to save you but against bigger weapons, the damage will be deadly. So with that kind of "injury-permanent penalty" type game, you can never have good soldiers. If your soldier lost his arm, you can just let him killed at the mission because it's no use for you anymore.. It's like a bit Starship Troopers style, heh :).. Anyway, this needs a complex game code and UI.. I don't think Chris wants to go far even with partial aiming yet a complex injury system. As we all know that, XCOM's are about missing shots.. so if there is a fallout system here, we will probably miss much more.. Still i would love to have a real snipers in the game with this system..
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