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Gorlom

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Everything posted by Gorlom

  1. uh? Sorry.Either the Japanese in this example can spend money and resources to develop and build tech themselves because they dont believe the XCOM organisation can cover everything. Or XCOM can give them resources to defend themselves for a lesser cost then the resources they get back (and can spend on other things) from the Japanese. Don't worry if this doesnt make sense to you. it makes sense to everyone else AD
  2. Doesnt that give you a belivable reason as to why Japan wants you to spend manufacturing hours to make them guns? They can either spend the money and hours to make equipment to defend themselves or they can give you the resources and you do it better and faster. Would you really want to wear some patched together armor some other dude has died in already? I cant imagine any sloder anywhere accepting that if you have the resources to make completly new armor. Probably not even if you dont.
  3. Maybe the guns are genecoded or need thumbprints and doesnt work and/or ecplode if someone else then the logged in user tries to fire it?
  4. It hasnt been finely tuned yet afaik. Quartermaster has made a weapon mod that lowers TU-cost and Chris has commented in that thread (its in the mod section). Chris has a general idea how hard he wants the aliens be to kill, but there are many ways to go about that. lower TU cost = less damage per shot, reveresed higher TU cost = more damage per shot.
  5. Wasnt the powerarmor and hover tanks in original X-com based on alien tech? or am i jsut recalling that bit wrong?
  6. Thats because its cleverly hidden in the Xenonaut community involvement part of the forum instead of the suggestions part =P http://www.goldhawkinteractive.com/forums/showthread.php?597-Combat-GUI-Update-(feedback-please)
  7. I think debug mode pretty much covers this already. atleast it started Ground missions for me without shooting down any UFOs.
  8. Yes they are replaced with jump jet tanks! (No im just beeing silly but for some reason the N64 Lylat Wars tanks popped into my head and made me giggle)
  9. But isnt real world snipers working in pairs with spotters? The lone sniper is either a myth or early untrained prototypes in guerilla wars?Personally I like the current setup where you use another soldier to spot the alien and then snipe him. (and i prefere the current situation from a game mechanic view as well)
  10. Oh dear no. TV adapted story telling mechanics like tossing themselfs left and right while shakeing the camera and "biosigns" are just as big petpeeve as horny space walnuts with me. Star trek has to have that little impossible piece of tech where they remotly can read lifesigns to tell their story... Xenonauts doesnt. If they are wearing stuff like the marines in Aliens 2 fine. (although i dont know why noncombatants would) But dont go mention star treks technology please! PS. Wouldn't Alien non combatants panic when they are the last one or last 2 left? Could you work that into the combin mechanic any way? DS.
  11. Why would you need to remove ammo? From a game mechanic perspective just put more ammo in the gun. Think theres a discussion on this elsewhere on the forum. oddly enough makeing the 2handed weapon innaccurate if something else is held in the other hand hasnt come up afaik. personally i think thats just a lazy solution. the other options mentioned were better. With all those extra inventory slots filled your soldier is going to be carrying too much weight and hes not going to have any Turn units. Neither can the rest of us. preorder to give Chris more money to work with for finishing the game =)
  12. yes, but hes still not skip.. wait.. now you've confused me what are you talking about? what do you think im talking about? what do you think he is talking about?
  13. I dont think you could have been much clearer, I mean you said: You mention FPS in there. Zhab was just reading a bit too fast and jumped the gun =P
  14. you're talking about firaxis game now right? i think AD is talking about 2k marin.
  15. He's not asking to skip anything. Hes acctually asking for the aliens to become suicidal when there's too few left to make a difference, sp that he doesnt have to look in every little corner for them.
  16. Btw the alien spotted icon. Is there any way to make that only pop up when the character that can see the alien is selected? Would be nice to see which of your chars has line of sight (without "aiming" at the alien). Or has this already been discussed and decided against?
  17. You've missunderstood something. it IS from a/multiple gamers perspective. By all likelyhood the article is writen by a gamer, not by someone with a psycology masters degree or that do profiling for a living.
  18. Stik10: if you look at the modding section Pinetree has added Australian and New Zealand soldier pack . If you poke around a bit you can probably learn how to do it yourself. As i understand it adding soldiers is comparably easy to say makeing maps or changeing the lazer projectile animation
  19. Oh ok it didnt for me. it just keept going flying around and i tried to manually click it but the ufo either had gotten to far away from my planes or something buged out because the UFO managed to return to space despite flying over a substantial stretch of land with the planes tailing it "untill over land"
  20. Don't you mean a private residential compound in Abbottabad about 60 km north of Islamabad, Pakistan?
  21. There is already a mechanic ingame to deal with theissue of haveing to hunt down every alien. if you cant find any more just hold the UFO (both parts i think) for 5 turns. (not sure what the terror missions victory condition is though)Any unkilled aliens escape then but atleast you dont have to do the tedious work of hunting them.
  22. I was thinking it would be interesting if, during day missions, the closest or 2 closest tiles for the black FoW to "fade into it" (the effect is already inside the game in night missions it just needs to be more rapid and not be dispelled/undone by lightscources). I want theese darkened tiles to somewhat hide the aliens standing just in range of your vision (makeing them a black silluette, tile should be as dark as possible if not completly balck) to add a bit of atmosphere of faceing the unknown. Simmilar to the effect you get in UFO:EU during night missions when you cant acctually see the alien as a player but your soldeirs can and you can mouseover to spot the tile it's on. (played a night mission in Xenonauts not sure that the darkness blends that well in this game) This idea is a cosmetic change and should not apply any penalties, its just for the atmosphere. It also doesn't apply to going around corners and spotting aliens or anything like that it's just the edge of the black FoW that still hids the alien from the player, but still lets the soldeirs to spot it and fire at it without penalties. Some modification to the crusor might be needed to bring out the full potential. The idea is to not be able to see the colours of the alien model but still be able to see tne contours/silluete. This might have interesteing sideffects where you can't decern if you have spotted a non combatant, guard or soldier, also raises the impact of meeting a new alien race for the first time. Is this a good idea? Would the community be interested in this or is it just a hassle?
  23. Id rather have everything in the same place below a "view window" of the battlefield. Spreading it out makes it look messy. Only things that really needs to stand out (like spotted alien) needs to be somewhere else.
  24. Cyllan i wouldnt call greifers psychopathic or sociopathic at all. Majority of greifers are the fourth description. people that are just bored and think adventageous attacks are more fun then the challange the game is intended to present. They believe winning is everything, but that doesnt make them psychologically/socially deviant.
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