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Gorlom

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Everything posted by Gorlom

  1. Technically I think it is but Chris wants (or at least wanted) the game to ramp up after the final mission becomes available so the longer you take the harder it gets and eventually it overwhelms you... so a kind of built in survival mode I guess.
  2. One question: why would non-combatants have specific weapons assigned to them along with various safeties such as a heart/lifesign monitor that destroys a designated weapon? Does it make sense that wepons aren't interchangable if one malfunctions? Would it really not make more sense to have some kind of weapon locker or armoury on their ships that anyone can pick a gun from if they need to defend themselves?
  3. Whenever your soldier performs an action you don't have sprites for he would either revert back to some standard sprite available or become invisible depending on how you set it up. It will most likely be very jarring either way.
  4. First coder hired picked the engine. When he left Goldhawk decided to stick with the engine instead of throwing away everything they had done up to that point. Why he picked the diner dash engine? Noone knows, but according to Chris he wasn't any good.
  5. Yes. but atm the deck is rigged in such a way that your older bases get attacked first/has the biggest chance to get attacked. It's to prevent the aliens from attacking a base still under construction as that would be punishing the player for random events outside of his control.
  6. To me it looks like he is targeting the left most square of a 2x2 drone, and the bottom sqquare is blocking. The game is purely 2D so I'm surprised that the game considers more of the blocking object to be in the way the less spread/ the better your aim is. Isn't that just governed by algorithms? So is that the intended behaviour to have the block raise faster than the hit?
  7. I don't know what you mean by that... I merely don't like the idea. It is to me unappealing (as in it doesnt make sense to me) lorewise and horrible and annoying gameplay wise. I've stated that pretty early and have accepted that we will be disagreeing about this issue. From that I have moved on to discussing the points we each bring forth. We disagree on very fundamental premises. I'm surprised that isn't clear by now. I'm also surprised that I did not manage to convey that I thought there is no "right" in this discussion until the developer comes in and decides upon what is right. I'll try one last time: You consider the aliens destroying their own tech (in an automatic system upon death) to be a very intelligent move. I assume you consider this to be selfevident. I consider it to be ridiculously stupid, and am unable to convey this to you because you seem to consider the opposite to be so selfevident that it simply can't be possible to have any other view. I'm not trying to win any discussion. I'm just trying to say I have an oposite position regarding your idea.
  8. I think I saw an update fairly recently that said they changed it so that additional radar facilities increased ranged rather than detection chance.
  9. Is the mechanic filling a demand you feel is left out or neglected? Or is it a cool idea you found a way to interject smoothly into the game as a whole?
  10. I have explained that I do not find that level of almost prophetic foresight plausable. Because you already know the course of events that precaution is something you have come up with in hindsight imo. You do not agree with my point of view, and we will ahve to accept that we do not agree. I will never be able to "justify" it to you in the same way that you will not be able to convince me unless you rewrite the whole story and gamemechanic untill the game becomes a sorry mess that is essentially unplayable. It's all up to the developer anyway regardless of what my opinion may be. So my opinion carries no weight. But if you want to continue the discussion: To accept the premise that system is needed and do not hinder normal course of operations when you are arrogant enough to send noncombatants and slowly escalating tech progressive UFOs and enemies. You have explained that you consider it too stupid to not have the system, the aliens has already shown that and an even greater level of stupid arrogance imo. I think it is kind of pointless if you are for it but conceed that it would be bad for the gameplay. If the argument is that it doesn't make sense that it has one but not the other saying that you are for the other part that cannot be included as well does not invalidate the argument. I'm having a bit of trouble expressing myself here but... your stance really doesnt make the halfassed implemention make sense. There are already a few that complains about this every now and then. It would be poor design to not convey to the player that they are meant to be used in an emergency and not as a preference. I'm merrely trying to consider this from a designers point of view. Personally I don't care if I get to keep them or not since I know the lore. I think you read my second point too fast or something. It's closer to the first point than you seem to reflect in your response. It is more restrictive than the current system, and as long as the alien weapons are better than the player weapons it would essentially be the optimal strategy. The tradeoff "advantage and disadvantage" is rather unbalanced allways makeing the stunning the better gameplay choice.(It would aslo screw up the money and resource balance requiring a new solution to that) That was not the essential part of the argument. Are you stunning every alien? What if the alien you stunned is over half the map away and you have to backtrack to get to it... with 4-5 aliens less then a turn away.
  11. I guess we will have to agree to disagree. I do not find it plausable, I find it contrived and plain bad storytelling.. Socially it sends the message to the soldiers that they are expendable (which, while true due to cloning of the Ceasians, still shouldnt be so bluntly shoved down their throats or it will affect moral.) and is quite frankly a waste of resources. It is also completley illogical that they have a system in place which destroys the weapons upon dteath, but does not acctually prevent humans from using the weapons if they capture one? You seem to be advocating a reduction in availability to compensate a desired buff to the weapons? So it's not technically the destruction of the weapons you want but the removal of the aiming penalty? I don't see how reducing the availability makes the act of field looting "less powerful", if anything it makes it "more powerful". If you do what you say it's more desirable to have the enemy weapons which will 1) make players more annoyed that they don't get to keep the weapons 2) make the reasons for not allowing you to keep the alien weapons make slightly less sense, further increasing the player annoyance 3) make the priority tactics to stun an alien to loot his weapon effectivly forcing a certain playstyle. Which is BAD in an X-com like game. 4) make it difficult/less available/more annoying to pick up the backup... what is supposed to be backup weapons when the Xenonaut runs out of ammo.
  12. Elaborate on the topic and savegame will help the devs to recreate and identify the bug.
  13. It was a bit short though. I was expecting it to be longer. Berlin is comming out soon though so I'm hoping that rectifies it a bit. (I havent tried out any player made run yet.. I should probably do that)
  14. You know a goat or something with wings did appear in a cload of burning sulphur when I posted that. Then I ate it, ate it like a pie. Because you know... numbers. Numbers and irrational assosiations. mmmm Sulphur flavoured goatbat pi(e).
  15. Nothing yet but my nostalgia is debating with my reason after I found some sega classics on sale. I had forgotten all about "alien storm". I have some very fond memories of that game ^^ I wonder how reality would stand up to my memories of it.
  16. Your stern disciplinary shouting at those that does not follow the godemperor is an underpowered heat ray Commisar. I suggest you start shouting at the bread and marshmnallows instead of turning them into ashes with your sidearm. Maybe then Jeeves could have some breakfast for once.
  17. Not sure. I assumed it was part of the reason. Haven't seen official word on it though. Because it only makes sense in hindsight. It's not a precaution an invading alien race would not do unless they expect to be defeated... in which case they wouldn't invade. At least not by leading with small scouts and what not. And changing this mechanic in the game after the player starts to reverse engineering stuff would possibly be plausible but by then it would just be confusing and silly to the player and horrible gameplay design. I don't think your solution acomplishes what the dev wants though. It is a pretty severe change to break the intended mechanic completley and there are far easier ways to make field looting "less potent". Like tweaking the numbers.
  18. You're right, I take that back I was probably projecting what I've done onto you. my bad. I retract my statement. (Although I do not agree that "gun scutteling" or whatever you might want to call it seems plausable. Plus to me it seems like a hinderance to the gameplay.) Oh the reason for that is simple. I don't find this game to be trying to be realistic, nor do I advocate verisimilitude. Gameplay all the way baby! (note my signature ^^) The penalty has been a part of using alien weapons since I started playing in Version 8. If it was not included in version 19 then it was most likely the result of a bug or an oversight/mistake. I'm fairly sure the xenopedia is supposed to be saying something about difficulties to handeling the alien weapons hinting at the aiming penalty.
  19. I found that mechanic to be rather annoying while playing XCOM2012. Also it's quite stupid to have such volitile saftey measures. Who would realistically want to carry an armed explosive that goes off if something malfuntions with the user identifier? Your example link seems to still be in the concept stages? and only about allowing a user to fire the weapon while preventing unauthorized users, it says nothing about destroying the weapon. (To me it sounds as if you've read too much sciencefiction or comic books) I would say that the main reason aliens don't bother to protect their tech is overconfidence. They can not imagine that Humans can reverse engineer anything in any reasonable timeframe. I'm not sure what you are talking about here. Allowing the xenonauts to pick up alien weapons in combat is a solution to the issue born from not getting to bring any extra ammo on the floor in the transport. In Xenonauts you can technically run out of ammo, being allowed to use the alien firearms with an aiming penalty as a last resort solves that problem nicely. If you think that is still overpowered then it is a balance issue and you can allways play around with the numbers.
  20. Have you tried enableing the option "disable stat tracking"? that might help with freezes.
  21. The Caesians are the equivilent of circ du solei acrobats. They don't have any tractor beams on those small ships so when they want to abduct someone they need to make a hu... Caesian chain/ladder out the window of the UFO to grab people they are hovering over...
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