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InCreator

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  1. Soldiers sitting and base and doing nothing until next invasion is rather strange imo. I would love to see some kind of training system, especially if player can set and change focus of training. For example, I'd want my sniper to train marksmanship at every free moment, while assault soldier should focus on physique. Perhaps this should work so being active on mission gives soldier stat point increases as it does right now, but training helps too, just slower. This also keeps soldiers you've hired, but not assigned to dropship still up to shape and improving until they're needed. Right now, you do all the early easy missions, get elite squad, and when difficulty picks up, start save scumming just to keep your elites alive, because getting them up to that level took 50 missions to get there and there's no way to replace them. It also removes grinding from actual missions where you have to make sure each soldier gets a shot at someone, just to improve their stats, so you basically leave those few aliens alive and spend turns and turns bringing your rookies closer for them to get a shot. But I'd hate training system where you actually assign soldiers away to train (like psi training in XCom games) and can't use them in a mission for a month or whatever.
  2. That's great news! Some things I'd love to/would hate to see in game: * AVOID THE TRON There's nothing more horrible than this neon outline/ui craze going on in modern games. Sure, it's cheapo way to design UI, but why waste all that effort on realistic models if you cover them with glowsticks? Prime example from the most relevant of examples: I'm sure there's some stupid gamedev lecture from prominent developer out there that praises this as "sleek & clean design" but all I see is facebook game UI overlaid over something more serious. * But don't keep looks utilitarian ...as Xenonauts pretty much was. Everything felt a bit... too standard and placeholder-ish. Militaristic font here, black box there. Especially character portraits felt like from some kind of online "portrait illustration generator". We all know why, and I hope Xenonauts was profitable enough to have more (and more courageous) artistic direction this time. * Have depth and make it cool One thing I enjoy most in Xenonauts is reading Xenopedia entries. Legitimate-sounding science and line of thought, a bit of character, more depth to the story... I wish Xenonauts had much more of that. Like Jagged Alliance series do, with its quirky characters and action movie references and evolving story bits. It also lacks some of the coolness of old and new XComs. That comic action style or whatever. I think new ones overdid it, but old one -- everyone remembers music tracks from interceptor battle and so on. Xenonauts felt a bit too serious, even boring and mechanical in that regard. So your Condor-I met UFO-12... so now you're on battle screen... so you lost... but where's the adrenaline? And most of all, * Bring back the terror simulator But while Xenonauts managed to do and (even surpass) original XCom series in most aspects, it doesn't have fear in it. Like original UFO did... and not even close to amount Terror from the Deep did... Let me just give an example: Opening a door and having three Sebillians fire successful shots at my Xenonaut made me sigh. Opening a door and finding my Aquanaut in room with three Tentaculats made me almost lose bowels. One was just difficult game. Other was a true terror simulator atop of even more difficult game. That's the side Xenonauts didn't cover very well, if at all. I wish X2 would. * Remember why we're in this forum and not Firaxis' one There's good reason gamers preferred Xenonauts over new XCOM. Don't lose any of those reasons (like dumbing game down same way, losing RPGish stats or complex inventory, etc)! I hope I wasn't too harsh about anything. Now where do I sign/kickstart/etc?
  3. * Enemy turns on massive ship take forever. Right now I'm at battle where hidden movement lasts 2 minutes and 13 seconds, making game downright infuriating. Game seems to have the curse of Silent Storm 2 at the moment where enemy turns were far too long for any player to have patience to wait. Problem seems to be with Massive ship (carrier?) only, perhaps it's due glitchy enemy movement? Enemy just camps on upper floors and rushes 1st floor as soon as you go through 2 doors on second level. However, when you block these doors (stand next to them) enemy goes into do-nothing mode again. Does Xenonauts have real-time alien movement? Both XCom and Jagged Alliance 2 used real time only if units were visible to player, otherwise did simply calculations. * There's problem with shield not appearing on soldier in-game model unless you go to inventory screen and touch something * Plasma pistol starts unloaded when used with shield * MAG pistol doesn't show ammo in quick slot when used with shield * MAG precision rifle (or was it magstorm?) doesn't show description in soldier screen * No weapon shows description in soldier screen if there's 0 in stockpile. While it somewhat makes sense, I don't think it should work like that. It's not like knowledge of the specs of weapons disappears with the weapons for Xenonauts. Also, there seems to be serious balance problem: I'm unable to capture an alien leader. Unless one spawns on massive ship (I don't know if it's possible and even if so, they'll most likely die in crash), there's no other way than just skip fighting for a month in hopes Aliens establish base somewhere. Right now I've shot down almost every craft appeared and whole earth - except oceans - are covered by radars. How to catch a leader if you play well? Leaders should appear on large vessels since this is the second point in the game (aside game start) where enemy forces start actually dropping your ships like flies and I imagine this is where race for interrogation research vs. survival would make sense. EDIT: Found one, but now game asks me to find praetor. No enemy ship seems to have one. I think that setpieces are a bit much for this type of game, do I have to grind endlessly massive ships now in hopes to find the dreaded praetor? With turn time bug?
  4. *Crouching grenade throws work and work not. Most usually they do not work when unit is crouching behind cover. *Had a strange issue where - while throwing emp grenades at androns and after crouching nade bug, shooting cursor disappeared and no unit from there on could not shoot. Not when pointing cursor at enemy, not when ctrl-clicking, not when clicking on weapon. Even not after enemy turn, so basically this battle was impossible to finish. Units COULD walk though. *Crash when sebillian enemy walked into sleeping gas during enemy turn *Multiple crashes when dropships arrives to base after mission *If dropship arrives at crash site and you click "engage" while on base screen, whole battle has crazy flickering background of your base during engagement. *You cannot commence other research projects when you have no free scientists in main base -- even though you might have free researchers in other bases. So you basically have to free up a scientist, "commence project" and then you can assign other scientist to it (in other bases). That said, I love how researches in other bases automatically assign to ongoing projects. Problem is just with starting a project -- i.e adding project to ongoing research list. No, I don't have saves of this, since crashes are way too commonplace and I want to play the game, not extensively beta-test it. Sorry.
  5. Please remove blocking tiles on both sides outside Light Scout's door. Visually, there seems almost nothing to block the xenonauts from stepping there, and whole thing gives pathfinding just ugly, buggy feel What I mean is this: Red circles are "blocked"
  6. * Aliens can see you through walls and ship front door (Medium). Wall issue occured in terror mission map * Every now and then, game crashes on geoscape (doing nothing, just passing time at fasterst speed), rarely though * If intercept window is open and you go to base screen, strange things start to happen, hard to explain * Exploring map feels buggy, sometimes soldiers "see" (remove fog of war) quite far, sometimes (during daytime and especially on desert/desert military base maps) only 3-4 tiles * Got arctic map where soldiers did not "explore" water tiles, only edges of it * Soldier loadout seems rarely not refitting after mission, I think reloading a weapon causes that clip to get removed from inventory and not restocked in base * Soldiers are stripped from equipment after they've been wounded badly enough to be removed from dropship * Bought interceptors do not arm with latest technology by default (newly bought plane arms sidewinders instead of alenium missiles)
  7. It would be logical that to assume that soldiers would not disassemble UFO ships or handle bodies and cram all the goods into tiny dropship (imagine sticking all the salvaged parts of huge ufo into tinier troop carrier...), but stay on site providing security while bigger teams do the cleanup, and leave with the last of the crews, therefore - most of the stuff might be back at the base by the time dropship takes off from site.
  8. I'd have another variable tied to bravery, morale and supression: mental state. in XCom, soldiers could go panicked or berserk. How about expanding on this? Say, solider who's been shot few times, outgunned and outnumbered, but not panicked might go into some kind of Rambo mode, which freezes its current morale, lowers AP for everything but accuracy too, type of desperate-berserk. Sort of backed-into-corner all-or-nothing behavior. Or solider who's been extremely successful and bagged some aliens, moves in a team (let's check if he had friendlies in some preset radius for x numbers of turns), might also get morale fortified, and for x number of turns (until effect lasts) gets a boost on all or some stats, AP cost decrease for everything and walks around like messiah not afraid of anyone much and being extremely efficient. Let's call this "confident" and have various factors affecting it. Of course I don't mean any "going superhuman" here, just that the mental state of solider is the controlling mechanism and it's vast and complex where supression is only a small part of it, aside being a "thing" by itself. Same for morale, wounds, teammates fallen, dead bodies seen, whether if he's near xenonauts craft or inside dark corridors of alien ship, etc. I think this isn't as complex as it sounds, just a long formula or two to determine mental state. Also, mental state during battle would result outcome, in terms of stat increases. Solider who shot 3 aliens, but for rest of the round shivered in corner, doesn't level up as well as dude who shot 2 aliens, but felt confident all the time, worked with a team all the time etc. Why would this be good? It would do what XCom did: Create a story. There's 2 things about xcom: 1) It suffers under what Sid Meier named as Covert Action Rule: You have 2 complex games going at once, and when you switch, this or another sort fades into background, stealing your focus and breaking the whole, while games compete with each other. Therefore, it's most important that whatever happens on battlescape will get carried into geoscape too in some form. "+12 accuracy and wounded for 14 days" isn't enough I think. You should really feel that solider who was on battlefield came home and didn't instantly forget what happened there. And that it will affect further development of those soliders. 2) Create a story: every xcom veteran loved game for the stories it created. Soldiers being affected mentally would enchance those stories alot. If we'd go further from there, we could even make a "reputation" stat for soliders, like one solider who's been on 5 missions and panicked in 4 of them is known as coward, while other as local base hero, etc. Maybe other soliders feel safer near a base hero and less secure near someone known as coward or who goes berserk often? JA had stat named "leadership"... anyway, So every solider actually has a history instead of just number of missions and kills. Although I have no illusions of something like this actually making into game. Enough theorizing: how would it work in practice? *Mission starts: Since game knows number of aliens and soliders, starting mental state could be set from there: 10 soldiers going against 30 aliens would set mental state "slightly afraid" or "aware". Which means that their morale actually decreases every turn, albeit very slowly. *Pvt. Allen spends first 5 turns with his team around xenonauts craft, he has at least 3 team members in vicinity of 15 tiles, who all are alive, he sees less than 4 aliens at any given time during those turns (not overpowered) and isn't wounded or supressed. This should give a little boost to his mental state, say after 3 or those 5 turns, his mental state goes into "hopeful", fortifiying a bit of morale (cannot go under number x), maybe adding tiny boost to his stats *Suddenly 1 teammate dies, he sees 6 aliens (overpowered!), he makes 2 shots and they miss. They supress a bit though. Aliens make also number of shots that supress him. His mental state goes into "afraid", since situation looks rather intimidating. Whatever he does and happens next decides how it will affect his morale, since it loses fortified status and starts to decrease. Unless he can even odds (kill 3 of the aliens, get more squaddies into vicinity, move closer to xenonaut craft to have escape route, etc), his morale will continue to drop every unsuccessful turn. So does mental state, which is tied to morale and supression anyway, which, when going worse, will in turn make morale disappear even quicker, make aim worse, etc. * Even "negative" mental states should affect solider. So he's "very afraid". Let's reduce accuracy - you cannot shoot solid with trembling hands! But let's make running cost less AP-s, so if player decides to flee, it's really effective with solider who's about to pee himself. And so on. It sounds like it's same thing as morale, but it's not. "Very afraid" solider LOSES morale every turn, but as soon as situation normalizes, it will get back into rise. And even if morale runs out but he's still not in "panicked" or "broken" mental state, he will act differently, like backed-into-corner-rage like I described (which has way different stat boosts than panic). * Same goes for "positive" mental states. So you have overconfident solider? So he thinks "we'll just squash em' like bugs". Let's reduce his vision distance! He's overconfident and not as aware as soliders with different mental state. So player who's running around map with a single solider and being a terminator suddenly turns around and sees a flock of aliens, just because he wasn't aware and cautious and got reckless. Sounds like a story to me! Not the best description of my ideas (not native english speaker) but I think point gets across. It would add extreme amount of tactical depth, although I see how hard it would be to balance correctly.
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