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Warfrog

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Everything posted by Warfrog

  1. This is what I'm hoping for most. While I enjoy the permadeath aspect of the game and rarely save scum even from some of the most unavoidable and cheap feeling deaths I've had, if death became less black and white, 100 to 0, or any other analogy you want to use, I think it would be more enjoyable. In X1 a soldier with 1hp and a soldier with Max HP fight identically efficient (assuming same stats) and then once they hit 0 hp they are done. Rather then having this fixed point, using random injury tables to give degraded performance, or even incapacitate them prior to hp reaching 0 adds some depth. Also incapacitation injury could take the place of the seemly random post battle 'revived' mechanic. You could also add more functions to medkits, like painkillers or stims, to go along with the injury types. Side note: Also make injured soldiers matter. In X1 you can build a med bay day one and from that point most soldiers will be 100% before the next mission if you're not going too crazy. Once you get some armor on a 75+ hp soldier you know he can take a few hits from bog standard aliens and be right as rain in 3 days so you can play a little less cautiously with him. However if that one hit that did 1/4 of his HP puts him out for a full month, and when he returns he has an accuracy penalty from a dominate hand injury then even little hits matter.
  2. This was my understanding. The simplest iteration I was expecting was simply if soldier takes more the X% of max hp in a single hit, roll on injury table. Injury table includes every injury possible including some weighting to no injury that changes based on how much the threshold was exceeded by. In combat this would be an immediate debuff that may be slightly alleviated (but not fully) by medkit treatment. Afterwards the soldier would need some Medbay time before usable again with the chance of the injury becoming a permanent battle scar debuff. Maybe some late game alien med tech could reduce the chance of a battlescar after a hospital stay or even remove old scars from veterans in exchange for optional medbay stays. Regardless the whole targeting limbs seems complicated and unrealistic considering our real world training is centre of mass targeting. If you want to take an alien alive X1 already has easy to use viable solutions that I doubt we'll see disappear. Shooting a heavily armed alien without the intent to kill in the hopes of winging him in the leg is just silly IMO.
  3. While I'm not the OP, I have a related question. Will X2 support 4k resolution. I occasionally stream X1 via steam to my TV in the main room, which is 4k, and none of the UI scales to 4K making the text impossible to read and the buttons incredibly small. Luckily steam has a work around built in that it can temporarily change the desktop resolution for certain games and I just have it downscale for X1 but it would be nice to use my tv's native resolution. If you want screenshots I can take some later today when I'm home.
  4. IMO the medal system in X1 is pretty much the best it could be. It's like a mini achievement system for each soldier, that while giving a small bonus, isn't something that you're forced to grind to play optimally. It adds more flavor then anything else. I'd like to see it expanded a bit with maybe some more harder to get ones, like 5 kills in a single mission, or weapon class (snipers, shotguns, pistols) specific medals. As a side note, I know the memorial wall was a CE feature, but if it makes a return in X2 in the base game it would be nice to see any medals earned by soldiers displayed by their name.
  5. This is the exact reason I replaced my Rocket guy with a hunter scout car with pulse laser. By far superior to the rockets (at least at the alienium explosive level). Not only can it move quite far and still shoot but it can do 2 shots in one turn if it doesn't move very far.
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