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Alienkiller

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Everything posted by Alienkiller

  1. Thanks Chris for the Explanation of that. An similar Problem the Devs from UFO ET-Series, Phoenix Point and Firaxis with the new XCOM-Series have. We all know the different Solutions of that Problem. 1. XCOM have an Main-Base with easy to manage Outposts 2. UFO ET-Series have an Main-Base with limited buildable Secondary-Bases (in UFO 2 ET it splits in Land-Based Secondary-Bases and Aircraft-Carriers with similar comming in the Platinum-Refit) 3. Phoenix Point have splitet smaller Bases on the Globe, which are with Buildings developable and need to be found That´s why the Outposts make Sense again. There we could use the Phoenix-Point-System or the UFO-ET-Series-System and link it with the existing 6 to 8 Base-System from Xenonauts 2. 1. Idea (Phoenix-Point-System which bring a lot of Life on the Geoscape): The old used Outposts from the Xenonauts are in different Countrys. They have 3 Hangars, 1 Living-Space-Room, 1 older Radar, 1 Storage-Room, 1 Workshop, 1 small Laboratory and an seperate older Power-System. All of that Bases get closed step by Step until the Main-Base from Xenonauts (the Starting Base we have) is left. The Xenonaut-Personal have to find that older small Outposts on the Geoscape. The Reopening need some active Personal of your Main-Base (esp. Engeniers / Scientists) as well as Storage-Material (Equipment). Evtl. you will find demontaged Fighters there (belongs if the Nation is NATO / Sowjet-Pact) and other Secrets from prevoius R & D-Attemtps. As well as the Bases have a little bit more Space for either Defences or 1 more Lab / Workshop. 2. Idea (UFO-ET-System with an similar Life on the Geoscape like Xenonaut 1): You build up your Secondary Bases like now, but you have limitations in Buildings: Radar, Hangars, Workshop or Laboratory, Power-System, Storage-Room, Living-Space-Room and Defence. Short said: The secondary Bases from the Xenonauts have to be as small and secret as possible not to get overruned from the Aliens or her Helpers.
  2. The individual Weapons, Armors and other special Things for the Fighters are very good. That makes the Difference to 08/15-Mainstream-Games. That you have to research & develop that with different Times are very good and get new Features as big Bonuses. That makes the Games of that Gerne great, beginning with the new XCOM in 2012. And as Prototype-Platforms in that the old X-COM Apocalypse / UFO-ET-Row. The Mix of Weapons & Armors incl. Upgrades like the Accelerator-Upgrade to Standard-Weapons give you an big Experiance with a lot of efficent combinations. Your Fighters (dosen´t matter what Tech you are using) will ever be 2 or 3 Steps behind the Aliens. The Tech (Weapons / Protection) you will use beginns from outgunned up to at the End approximately equivalent. The Beta-Testers can test it out since the complete refited Airfights from X1 come back after all good new Ideas were Scrap. There you beginn since the more advanced Beta-Game-Status come out (V.23 / V.24) with Dogfights against small Alien Crafts and get a lot in the puss. Esp. when you fight later the better light UFOs / medium UFOs. The Guns work now different, which is good. AP-Piercing Guns (like the Gattling, magnetig upgraded Gattling in the beginning etc. later on) work completely different to the Engergy-Weapons (Laser, Plasma etc.). The same for Rockets and Torpedos. The Rockets are good for lighter / faster UFOs and Torpedos are better for medium / heavy UFOs which are slower. They are the Key to bring an UFO down or damage it very hard that the Guns can do the remaining. The same get done in all old X-COM-Games, UFO ET-Series and other Fan-Projects of that Gerne. The difference is that the Fights are different (UFO 2 ET, will be then complete UFO-ET-Series on the Geoscape incl. Base- / Ship-Weapons), old X-COM in first 2 Games like the Xeonauts-Series and the other Fan-Projects a mix of both. What Twigg mean are evtl. special internal Upgrades for the Fighters (existing like the X-25 or new to research ones like the Phantom+). Like for the Soldiers / Support Vehicles with their Vests / upgrade Modules (where the Vest-Slot is for Soldiers). There I agree that this Part have a lot of Potential left. If the Dev-Team make an Refit there too (like in the other Parts which get done already), then the Airforce in Xenonauts 2 will be very interessting. The Beta-Tests with special Airforce-Testing-Parts in longe time back previous Versions showed it´s possible. The best Refit would be that the Fighters can be upgraded (belongs on the Tier-Part it have). Means: you have the X-25 Interceptor with the existing Modules [2x Hardpoint for Rockets / Torpedos or Guns; 1x Hardpoint for externernal Armor]. That wouldn´t be changed. But you can upgrade the X-25 with better Materials (make it lighter and more flexible, which give it more Range with that Refit and it get some HPs more). Similar to the Cevlar-Vest-Upgrade for the Soldiers. Such an modular Upgrade for Fighters / Attack-Helicopters get integrated as an very Rare-Special-Item in the UFO-ET-Series. But Xenonauts 2 can do it better with R & D like with the Cevlar-Vest-Upgrade. The Material you need you have there (Alien Aloys). The other Refit belongs to the Pilots. Means: Pilots can be transferd to an other interceptor (like an modern upgraded X-25-Interceptor or complete new Interceptor) without losing them completely. The other Part of that is that the Pilots get Experiance in Airfights. If that get integrated it overflow all existing and new comming Games of that Gerne which are there. The only Prototype in that with Pilots were X-COM Interceptor. The XP-Gaining can be done like in F1 Manager 2022 / UFO ET-Series or like it get done for Division-Commanders in the By Blood Alone-DLC. What the Refuling & Rearming-Times belongs: That can be reduced too with better Equipment in the Hangars and if there the Engineer-Assignment is possible. Means: You need more Personal-Costs, therefore the Rearming / Refulung / Modernising / Repairing goes faster. The Disadvantage is that you will have lesser Secondary-Bases (2 Maximum), but the Fighter-Upkeep is faster.
  3. Thanks Dev-Team for that Hotfix. Begunn an new Beta-Test-Campaign with that Version.
  4. Good to hear. Btw. in the Discussion-Part for Xenonauts 2 we have 3 more Bot-Writings.
  5. Komandos, the important Beta-Testers play it from the first playable Beta on. There the important Beta-Testers, Devs and Freelancers exactly know what need more Balance, Bugfixes, Upgrades, Reworks and Refits. On that Parts from our Reports the Devs and her Freelancers work every day. Naturaly the wishes / suggestions from the Community get discussed sometimes hot, sometimes normal. To give the Community an easy to learn and easy to come in Game the Devs and after a lot of testing the Betatesters (and some of the Disussions were in the near of Flame-Thrower-Zone) decided to use some Elements from the Predecessor with a lot of Refits, Reworks and Upgrades. That Discussions came up after the planed and long testet Concepts from the Kickstarter-Version couldn´t make balanced playable with Bugfixes, Upgrades and Reworks. 1. Base-Managing-Concept (everything there get new Graphics and WIP-Elements will get new Grapics; new Features are testet already for better using from Scientists / Engeniers; hopefully that Features for some Buildungs [which are very important Features since XCOM 2 showed what is possible with that] get assistance from Scientiests / Engeeners and not used reserve Soldiers again) 2. Airfight-System-Concept (everything there get new Elements to make the manually fight more impressive; some additional Elements are planed to integarte) 3. Base-Buildung-Concept (that the Community decided with absolutely domincance; everything there get new Graphics / Adjustments and WIP-Elements will get new Graphics and Adjustments) 4. Geoscape (there many important new Features get testet out; some of them get implemeted already with different cool Missions; and others are hoped to come back again like Outposts where some more Managing Concepts with Scientists / Engeniers etc. can be done) 5. Ground-Fighting-System (everything there get new Elements to make the Fights maximum impressive; that System get Refited, Reworked, Upgraded and Bugfixed a lot of times; the Fighting-System get done now and a lot of Maps; there are some Maps left wich are in the last big WIP-Phase to get the done Status) The Community / Modders from the Predecessor have a lot of Influance in the Buildup-Process to Xenonauts 2. That Elements get already implemented (Suits with flexible Upgrades, full Standard-Armors with flexible Upgrades, full advanced Armors with flexible Upgrades, full flexible upgradeable Support-Vehicle [MARS]; later an more advanced one Support-Vehicle [ARES], flexible upgradeable Fighter-Jets, upgradeable Base-Buildings and so on), which were not possible in the Predecessor. As well as direct Game-Rivals (like XCOM 2, UFO ET-Series or the important 4 older X-COM-Games [Enemy Unknown / Terror from the Deep, Interceptor with the hidden Alien-Gun in Orbit, Apocalypse with the Alien-Homeworld] have a lot of Influcence to Xenonauts 2. That best Elements are influenceing Xenonauts 2 too in the Development from beginning on. With that the Devs, Freelancers and Main-Beta-Testers are trying to make a balanced Game with that Features / Elements. It´s the Balancing Bruce Lee did for his Jeet Kun Do. The same all main-involved Persons do here for the Game without using usless / gamedestroying Ideas from the Community.
  6. They have already that Chance. The Aliens and her Human-Traitor-Helpers have better Weapons then you, higher Armor from their Suits etc (mostly Aliens). and advantages at Day or Night (Aliens). And when the Aliens use their Grenades or their Close-Combat-Abilitys (and they use it), then you are in big Danger with the esp. beginning Underdog-Starting-Equipment and light upgraded Starting-Equipment you have in all that Games (old X-Com, new XCOM, Phoenix Point, etc.). Dosen´t matter what you do, you as player will have minimum 1 light wounded Soldier per Mission. In all my Tests from the first real playable Beta up to now I had 8 Missions with 0 Wounded Soldiers. That´s to the Theme that the Aliens wouldn´t have a Chance.
  7. The AI-Programming isn´t easy, that we expert Players know (the Players which are playing since the 1970s / 1980s). In that you have 3 Options: 1. AI is Cheating (like in the older Games C & C et.c) 2. AI is Stupid (like in Ponnyhof) 3. AI is Balanced which is in the most newest Games since the 2010s and some Prototypes (like in Star Wolves 1, 2 and 3, new XCOM). Point 3 isn´t easy and Goldhawk is doing their best to make an very good balance. Atm. you won´t see much differnece between the Difficulty-Settings.
  8. Haven´t read that Feedback fully, only overflow it about less time. From what I could read the unimportant Army-Group-Thing comes to often. That have nothing to search in that Alien-Human-Gerne-Strategy-Games. It´s not in the Original Round-Based X-COM, new Round-Based XCOM, Roundbased Phoenix Point, Roundbased UFO-ET-Series, all roundbased Fan-Projects and roundbased Xenonauts-Series. If you play an Standard-Army Game (like the JA-Series, C & C-Series, Hoi-Series, Total-War-Series) then it´s free to implement. What the other Parts belongs I could play so far: The Game get much better now with the medium Rework / Refit it get from the last big Version [UFO-Pedia, Graphics, Maps, manually Airfights, Ground Combat with the new Damage-System, the Armors / Vests / Suits for the Soldiers and other medium and smaller Parts] that I could test out already incl. a lot of Reading to find spelling errors. Where I can agree is that the upgraded Standard-Weapons (with the Magnetic Accelerator) are still weak. Laser Weapons and higher Tier-Things I hadn´t in the R & D after that Version come out. So I can´t say anything about that. The 360 Days-Limit is to short (there I would suggest to make it minimum 2 Years or 2,5 Years like it is done in the UFO ET-Series). There was an other Point I have in mind, but I can´t remember about getting irretaded. Update to the forgotten Points: There are sadly to much automatic Researches again (like the UFOs, Autopsies). If it can´t get done to make them manually like in UFO ET-Series / UFO AI-Fan Project (manually Research) or XCOM (with Interrogations or similar) then such automatic Researches get done after a few Days for smaller automatic Researches (like Autopsies etc.) as well as 2 Weeks for bigger automatic Reseraches (like UFOs). An other Point is the Geoscape. There were Outposts and similar, which made it very interesstering in prevouis Versions. That are a must have not to have to much big Bases which costs a lot of money. I personaly like the 1 big Main-Base-System and some smaller Bases (like in UFO 2 ET the small Cruiser-Aircraft-Carrier and secondary Bases which are more Outposts then Bases). The several big Bases-System haven´t worked in old X-COM and simlar Fan-Base-Games of that Gerne. The last Point I have in Mind again are the Base-Internal-Buildings. In the first Betas were a cool System to send Scientists, Workers f. e. in different Parts to test f. e. something new out, upgrade the Radar with new Elements and similar. That´s an very cool System from new XCOM which is an must have too. With that smaller / medium Parts in again the direct Rivals (new XCOM with DLCs, Phoenix Point with DLCs, UFO ET-Series-Refits to the Maximum) can be overflown in some Parts. If they are not there, then it´s an Head to Head race or Xenonatus 2 get overflown.
  9. Hi Guys, seems we have an Bot in the Forum. Have seen it here in the Off-Topic for the last 1,5 Pages. For such an Situation we should make an seperately Bot-Report-Part to prevent such Bots.
  10. I can only say you will need the Medikits / Advanced Medikits very often. So be happy to have them from Start on. That the Advanced Medikits needs an Alien-Race about their special Secrets to produce them is an very cool Feature and not unimportant. Same on many other advanced / high Equipment Things for Soldiers, Vehicles, Weapons, Armors and so on. That several Parts need more balancing we all know. That will be done after all missing Features / Equipments / Specials etc. get integrated. We will have that Balancing-theme for longer until the Game is completely finished. That I can say for sure.
  11. Thats the Choise you have. Either your Soldier die (you can carry more but don´t have Protection) or life (carry lesser, and have a little chance to overlife) against the high-tech-Weapons from the Aliens. You have that 2 Choises, nothing more. I prefer the overlife and Experiance from my Specialists and a Rank-Payment (which is less costly then everything else) with about 20 Specialists.
  12. Yes that´s true. You can make the one or other Choise. Either you make it like in the UFO ET-Series (more Pockets on Shoulders and Pistol or something bigger incl. the Pockets we have already) or you make it like it´s here (Backpack, Belt, Hands). In UFO ET the Suits aren´t upgradeable, heavy from beginning on and are full Suits (therefore they have 4 Shoulderpockets more and an Pistol / Special-Equipment-Slot). You have to Research better Full-Suits with more Researches of Human and Alien-Things. And they get more weight, not less weight. Xenonauts 2 instead have an realistic Vest / Suit-Management. They are lighter (beginning with the Cevlar-Vest and Standard-Suit), upgradeable with differnt Additon-Equipment (light Plates, Shooting-Vision or whatever), and you can make differnt equiped Soldiers. Therefore you haven´t the Shoulder-Pockets and an Special-Equipment-Slot (like Pistol). Both are going in the way of old X-COM-Row [EU, TftD, Apocalypse] in different ways. If the Devs wanna integrate the Shoulder-Slots and the Special-Slot [Pistol / other something Big like in UFO ET] they would have done it already. Therefore the Modular-Parts have to get away and we are in an similar Situation like UFO ET, which the Devs for Xenonauts 2 wanna avoid. If you mean such an System like in Phoenix Point you get much lesser Equipment Slots then we have already [Belt, Shoulders etc.]. There you have your Backpack and your Hands. From new XCOM with the Equipment-Slots not to mention.
  13. You get an better Suit with R & D later, not when you get the first vests. Doesn’t make Sense with the underdog Human-Tech as well as the the first small Basic-Research of Alien-Tech.
  14. Aircrafts have a lot of Fuel, and if you Fuel up such an Interceptor you will take about 20 to 30 Minutes. Rearming need an similar Time too if you don´t want an explosion and wounded Personal. And for the Checking for Damages incl. Repairs you need the most Hours. The last one you mean, but that do the Hanger-Crew automatically after the Interceptor landed. Evtl. with Researches you can reduce that time (2 or 3 Times). If I remember me correctly, there were an Research later on to reduce that time drastically.
  15. You mean an similar System which get announced in the UFO-Pedia in the UFO-ET-Series (UFO 1 ET Standard- / Gold-Edition). There you are linked with the Labs of the normal Army / Public (from the Text, but not in Game). Sounds very interessting, esp. for big Projects (Resarch not dismantelt UFOs incl. internals, Dismantle them together with Engineers, Research & Devolop the MARS-Assist-Vehicle, Interceptors, Transports etc.) as well as some medium Projects (first manportable Engergy Weapons, Upgraded Standard-Weapons, uprgaded Standard-Vests, upgraded Standard-Suits). Lighter and Special-Projects, which are to secret be in your Hands only (the Enemy Organistation, the Aliens and her Secrets, Storyline and similar). Therefore the testet Outposts would be interesting and give the Globe more living. Evtl. Citys which are important in that (European Union, America, Japan f. e.). The Quesition is how to integrate that without destroying the existing and workable testet R & D-Part. As well as not to Overstrengh the Development-Time to delay the Early Access 2 more Years. We all have seen how long it took to integrate the refited older Base-System after the cool in Kickstarter-Planded Base-System with that integration on the Globe didn´t worked.
  16. The Hiering of Scientists and Engeneers can be done with 2 Choisses (the either or other): 1. You buy them like it´s now in the Xenonaut-Series (X1 and here in X2) as well as older Games. 2. You have Living Space Free and get them with the Buildup of an other Lab / Workshop, which is not very easy. The Second get used in the UFO-ET-Series with normal Gameplay. Therefore the Lab [and that´s only 1] costs with Personal 3,5 Millions. The B-Man-Mod (and the maximum UNI-Mod) changed that System for the UFO 1 ET Standard- / Gold-Edition and you get the Lab for much lesser Money, but therefore you had to pay for the Personal seperately. The same you get for the Workshop. Dosen´t matter normal, advanced or such. What the Personal and shorting Time belongs: It´s not a Bug, it´s an Feature. If more People work on an Project you get faster Resultes about splitting the Work. Some making the Blood-Analyses, others the Autopsy, others the more detailed Organscheck etc. The same you have in the Workshop. The more People working on an Project (like buildup the MARS, Armors, Weapons, Fighters etc.), the faster it´s done. If not you will lose the Game faster then you can say "Iwo Jima".
  17. For Combat Pilots (Interceptors) that would be interessting after they have crash landed / or eject in an airbattle and have to be brought back with the Rescue-Troop.
  18. I played the Terrormission Map too and haven´t changed the MARS (Rockets and Rifle). Then it works perfect.
  19. Thanks Chris. From what I have seen in the Bugreport, many of the Bugs from the Main-Version and the first Hotfixes get solved. But make it sense to beginn an new Game now or is it worth to wait for the next HF-Version-Upgrade?
  20. Hm... then I suggest you hang on the other Datas (output, save) that the Devs can take a look on that. The Description where you find them is in the Main-Page for the Bug-Reports.
  21. The C4 is 2 Parted. First you place the C4 Explosvie like you have done and go to savety like you should first with all Soldiers. If you detonate it now, it´s no fun for about 50% of your Soldiers, esp. on the Door. Only as tip. In the right Hand the Soldier holds the Detonation Remote Control Module. You have to click on it and then you get the TU-Part like for using a Rifle, Pistol, Grenades etc. to let detonate the C4 Explosive.
  22. I personaly like the Version-Upgrades which get done after the big Fighting-Maps / Base-Refit (V.14 or so) and other big Refits (in one of the latest V.19 or so). It´s to long to remember what Main-Version it was. There the Game make great Steps forward after the first big Changes in the Base- / Fighting-Maps-Refit get done. Sadly the planded Base-Stile (which were originaly planed in Kickstarter) couldn´t be done, but therefore we get other big improvements in the Game to the Rivals (old X-Com-Row, Phoenix Point, new XCOM [which get an big Upgrade in the next Years with an evtl. outsourced Firaxis-Studio] and UFO-ET-Row [which is in an big WIP too for both Games]). Like explained in other Forum-Parts here, Xenonauts 2 have to be an Cracker against the Doable direct Rivals [new XCOM, Phoenix Point and UFO ET-Row]. Against the newest Game of that Gerne "Terra Invicta" we and the other direct Rivals can´t think to be competitive. In that Case we have to think in smaller Bread. Since the 2 big Refit-Versions Xenonauts 2 did big Steps with the existing Features and so far implemented Features [Specials in Base-Management / Soldier-Management / Vehicle-Management incl. Fighters; more different Missions, an cool Intro] and much more. It´s still in WIP and everything can happen like it get done with V.24-Reworks here & there. The direct Rivals don´t sleep and looking too what Goldhawk is doing. So we all (Founders, Beta-Testers and Devs) have to bring out the best Groundwork we can do; later on the Community-Feedback from the Early Access will be integrated like it get done with U-Boat in Finetuning, more new Features, overseen Bugs to put out an genius Game as Final. What I mean with that is following: Both global Player-Games [new XCOM / Phoenix Point] have shown what is doable with the new Technology, but haven´t used it fully. There are only 2 Studios which can make it better. Goldhawk with Xenonauts 2 and Chaos Concept with the UFO ET-Row. Both try to integrate the best possible Features [Modular Vehicles / Modular-Fighters / Transports etc.] incl. Geoscape-Options [Base-Management, Base-Buildup, Resource-Management etc.] for the conform Storyline. If they get fully finished the 2 Game-Storyline from UFO-ET-Series and the Storyline from Xenonauts 2 incl. integrated Features can be compared. Both Companys go an differnt way but it looks that both have the same direction: Chaos Concept have sourced out every old Parts which blocked the first Game [Geoscape, Base-Defense, Soldier-Weapons, Vehicles, Enemys, Base-Buildups (the Surprise and Difference can be seen in UFO 2 ET which is only the beginning) and much more] as well as Refited them completely to make both linked Games [UFO 2 ET+ and the WIP UFO 1 ET Platinum Edition] more interessting / fun for the older Gamer-Generation and the new Gamer-Generation. Xenonauts 2 is going an similar way [modular Soldiers, Vehicles incl. Aircrafts, Enemys, Missions (which are a new Novum in that Gerne with V24), Geoscape etc.] but with some differneces with integrating older funcitional Features [Base Concept from X1 with some light Upgrades, the old Base-Defense Concept against attacking UFOs, the older working upgraded Airfight]. Short said: The Devs from Goldhawk and Chaos Concept have evaluated the signs of times correctly. So we Players, Founders and Testers have to disband from an 30 Year+ old thinking which get integrated in Xenonauts 1 (2014) as the last Game and UFO 1 Standard (2007) / Gold-Upgrade (2010) with that outsourced Standard and going with the Time. For an Development-Production-Test from both Companys it was fully OK, but if they wanna come forward they have to gear on new XCOM-Row and Phoenix Point and overflow them with technically integrateable new Features, already existing refited Features, more Storyline, better Gameplay and so on. Last but not least since a short time we have an new Opponent on the Market. The big Modders for new XCOM-Row with "Long War" brought out their first Game called Terra Invicta. It´s a Hybrid from the 4X-Part, a lot of Text for Reading as well as playing on Earth & the Sol-System. From the Storyline belongs it on Aliens & Humans too, but wich a huge Difference. It affect the normal Human vs. Alien-Games inderictly, but show what is doable with the Technology we have today. Evtl. it´s an look worth. I personaly haven´t played it yet, but for Inspiration it could be of Interesst too.
  23. @Chris: That´s strange. I will make an Check of that save too on an complete fresh V.24.1-Version.
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