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Alienkiller

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Everything posted by Alienkiller

  1. Conductiv, thanks for the Assistance in the Fighter-Jet-Part. The existing Testers (Beta-Testers, additional Testers for the Expermental-Versions) have the same Thinking to improve the Angel and newer Fighters in their Base-Frame-Constructions. An very good example is Stellaris with the Hull-, Engines-, Armour-, internal System- etc. Upgrades to make existing Space-Ships more effective to an maximum Point (like the NX-Class, light Interpid-Cruiser-Class, Frontier & Deadalus-Scout-Classes as well as the from beginning on Frigates). The other interessting Thing is, that they are in the Base-Hull-Design have an maximum Upgrade-Level for Hull-Upgrades (better Materials), Engine-Upgrades (much moderner Impulse- and Warp-Drives), Armour (from an light Standard-Armour to f. e. Polarized Hull and later Energy-Shields), internal Systems (Computers, Tactics, etc.) as well as Crew (Standard-Crew, military Crew, mixed Crews). An Example from the STNH-Modification directly from the Beginning: You have the United Earth Emmette-Class-Frigates (Standard and Rocket-Version), which get an small Refit in the Base-Frame-Design with Research. That makes the Base-Frame-Design better. The Hull, Engines, Armour, internal Systems etc. can be sperately upgraded to Level 3 or 4 (similar to the Fighter-Jets in Xenonauts 2 with the Weight- and other Limitation). Two good Things in Xenonauts 2 are, that the Devs integrated some cool tested Stuff again from the first Beta-Versions (like additional Fuel-Tanks) and that the Fighter-Jets are more variable then in the direct Rival UFO Extraterestials 1 & 2. More of that Content / Features incl. the Upgrade to the Base-Frame-Construction like you, the Beta-Testers, Experimental-Version-Testers as well as some of the Communtiy are announcing to hold the Interceptors Up-to-Date is an important must have to overflow the direct Rival as well as indirect Rivals. What is important too (and that is in Stellaris / Hoi and F1 Manager-Row very good) are 2 cool Content / Features: 1. The Experiance-Raising from the Ship-Crews seperately to the Commanders, which give them more Experiance 2. The Base-Hull-Design-Refit-Change to more modern Base-Hulls [in F1 Managers that´s the HQ-Company]. If that flow in the Game incl. double the Playtime to the direct Rivals (UFO ET-Row) then this is a Win-Win for the Crowfounders, Devs, Beta-Testers / Experimental-Version-Testers and the later buying Communty. The more qualtative good working Content / Features like this we bring in, the better it is.
  2. You hadn´t good Buffs in the first Years of Testing. You only had a little Buff in Safety, but not in the Accuracy. That´s an Point, where the Dev-Team begunn to Work on in the last time (incl. the Milestone-Versions). Means it´s not final and here & there will come more Changes, Reworks, Refits and Upgrades with more new Content / Features.
  3. The Item wasn´t announced. Then it´s clear what you mean. Sometimes you have luck and get such an Landing-Site. But there is no Date or whatever, just the 50:50 Change to get such an Landing-Site. Such Landing-Sites will get with Oberservers or similar UFOs, which build up an Alien-Outpost or do something similar. With smaller UFOs or War-UFOs that´s mostly not the Case.
  4. Grobbobo, that´s very easy to reach to get Bankrupty in the first 2 Monthes. You only have to build up to much and have no Money for the monthly Costs, Upgrades etc. left. That´s exactly I have said too several times to make Secundary-Bases much smaller and limit the Buildings there to have enough Money left for the Upkeep-Costs, Upgrades in all Parts etc.
  5. Thanks Dev-Team, keep up the good work. Your Decission is more then correct to publish Milestone 2 End November or Beginning December. There is more then enough to translate in the Beginning Phase left before the Game goes to the Public.
  6. The UFOs are secondary at the Game-Start. You will see them soon enough, with Probes etc. which make automated Recovery-Crash-Sites after shoot down. You have in the first Gamepart enough to do with the Cleaners and Alien-Special-Missions and holding your existing Specialists alive. Later on you get enough UFOs, Alien Outposts and Alien-Bases to shoot down and recover. Short said: Be happy to go stressless in the Game instead fighting an 2-Front-War you can´t win.
  7. If I remember correctly back, the Betatesters suggested that and tested it out. But I can´t remember what Version it was from the 1x-Versions. If that could brought back again with older Equipment, which you have to upgrade Step by Step, then it would be very interessting (like the women Commanding Officer explain in the Intro).
  8. That´s an good Question ooey. In the Games I played so far in the last 3 Decades (and that are only the Decades with PC) beginning with the old X-COM-Row over the UFO-After-Row, new XCOM-Row and UFO-ET-Row and some more or less good Fan-Remakes of this Gerne 3 Factors influenced the Game: 1. the special Breakthrough of an Tech-Level to get in the next Gamestage 2. the Fight against UFOs or similar Crafts incl. destroying or recovery (the more you destroy or recover, the faster you get to the next Gamestage) 3. the advancement of the direct Storyline [like in the new XCOM-Series, Phoenix Point] or whatever the 3rd Influnce of the Game is, dosen´t matter what Real-Time or Round-Time of this or similar Gerne it is. In all Games of this Gene you have about 2 Gameplay-Years to 3 Gameplay-Years with several Gamestages. So it´s hard to say what Xenonauts 2 uses of that 3 announced Points to get to the next Game-Stage. Where we all agree, that the Game-Stages come to fast and the Game-Time for the Public-Gamers is to short with 1 Year. There UFO 1 ET "Platinum" of the UFO ET-Series give 1 more Year. But fair-minded said that´s the minimum of Time (2 Years) for such an Game until you get slaved / pulverised by the Aliens or make an Patt with the Aliens with destroying their Mastermind or what good Ending is there then.
  9. Belongs on the Games you have played already in that Gerne or similar Gernes. 1/3 of the Gamers say Xenonauts 2 is hard, 1/3 of the Gamers say Xenonauts 2 is easy and the last 1/3 find it good ballanced. But we all don´t have to forget that the Game isn´t finsished with Refits, Reworks, Gapfillings, Bugfixes etc. Means that we only know what is testable in Playing as well as read what the Devs can bring in for the existing Version and working on for the next Milestones. When the Game get in the final Phase (and that won´t be in short or medium time, when you look in the To-Do-List you can see in the Main-Menue), then we will realy see how easy or hard it will be. We all or the most of us have only the comparission from old X-COM-Row, Xeonauts 1 & UFO 1 Extraterestials or the newer Games of that Gerne (new XCOM-Row, Phoenix Point, UFO ET-Series incl. UFO 1 ET-Rework) on easy to hard Difficultys and Hardcore-Hook or special Hardcore-Difficulty-Setting as best examples. I have looked an very interesstering special Interview from German Game-Magazines: There get explained what the Difficulty Settings mean and why about 75 to 80% of the Gamers use the middle Difficulty "in our Case Commander or how it get called in the Middle". After whatching this explenation it´s lighter to understood the very easy to with the Hook or special Settings Hell-Difficultys.
  10. You need such Missions that the Player don´t get sleepy. You have such hardcoded Missions in the new XCOM-Row, Phoenix Point etc. I like them about the Fact, that you don´t get sleepy on the Monitor while playing. Dosen´t matter you are young, half-young or old.
  11. To answer your Question: Yes after about 300 Days (10 Month) you get so much pressure from the Aliens, that you as player either have the decission to abort or make yourself an final attack in the last 60 Days. That the Communty on Steam etc. critisise already. That´s the Founders / Betatesters, which test the Game already since several Years have noticed and give the Devs the advice to hear to the Communty. The Causal-Gamers, which brings earlyer or later the Money will buy it, if the Game change to the positive (give 360 Days more playtime). If it stays like it is, then the Causal-Gamers won´t buy it, which means the Years of Development & Testing is wasted time. That´s the short explaining to that problematic.
  12. An lighter Version of the Medikit is fully acceptable, like it´s in the UFO ET-Series. But not an single Soldier only for that. If he / she dies the full Troop is lost like the Americans in the Normandie-Landing or Vitnam etc. Means this Special Games of an other Gerne aren´t an Standard Army-Game like the JA-Series, Commandos, Medal of Honor or what they all get called, which are normal Standard-Realistic Games either as Strategy or Shooters. Such Sci-Fi-Games of the Strategy-Gerne / Shooter-Gerne (beginning with old X-COM) are not comparable with Stanard Army-Games, where you have an seperate Field-Doc, Mechanik etc. only for this, which couldn´t fight or if you get lucky only shoot with an Pistol. That´s the big difference between realistic Standard-Games (JA-Series, Medal of Honor-Series, Commandos-Series etc., which bases on realistic Soldiers incl. Training / Civil Education) and this Special Gerne (X-COM-Series, new XCOM-Series, UFO-After-Series, UFO ET-Series, Phoenix Point, Dune and similar Fan-Projects).
  13. Laser Weapons normaly don´t have an Recoil or only an very light Recoil about several big advantages to normal Weapons / advanced normal Weapons: 1. they don´t use springs (Standard-Pistols, Standard-Rifles etc.), gas Spring (upgraded Standard-Pistols, upgraded Standard-Rifles etc.) or accelerated magnets (like Coil-Guns in XCOM 2 or Xenonauts 2). 2. they aren´t using an Round-Clips (like 7,62 or 9 mm Ammo-Bullets) where the Round have an drall to hit the wrong target or the wrong Body-Part (like the Head instead the legs). 3. they are with the correct Technology much lighter then the Recoil-Base-Weapons, which means they are lighter to handle. All which have done their perforce military Year or in some Countrys Years know what I mean. There the Technology give lighter to handle Weapons over the Years then the heavy Pistols, Rifles, AT-Weapons, mobile MGs etc. with a lot of reduction to the recoil. There the Recoil could reduced a little with the Up-to-Date Gas Spring-Weapons and evtl. again with the accelerated Magnet Weapons, where get researched already. But they won´t reduce the Recoil to an Engery-Weapon-Level. If you all have played the old X-COM-Series, new XCOM-Series and UFO 1 ET with the Laser-Weapons or in UFO 1 ET more advanced light to handle Engery-Weapons know what I mean. There the Hit-Chance raised a lot about the big Advantages to Weapons with normal Bullets / Round-Clips.
  14. I like the first Aid as it is. Where have played old X-COM or is playing new XCOM, Phoenix Point as well as the UFO ET-Series knows that improvements will come later on in the medium Mid-Game-Phase with Alien-Technology. There Xeononauts 2 have overflown the rivials with the later Auto-Medikit for your Troopers. In old X-COM you have only the Medikit. In new XCOM and Phoenix Point you have the Medikit and Advanced Medikit. The Medkit is useable in new XCOM for Vehicle-Repairs too (the equal Research and Workshop-Upgrade get done). In UFO ET-Series you have the Stimpack (light Wounds) and the Medkit as well as later Advanced Medkit. Evtl. you get very rare special Items there (only from special UFOs of an Swarm or special Leaders) like the Auto-Doc, which isn´t reaserachable and produceable. What the Repair-Set for the MARS / ARES etc. belongs, that would be an intersting seperate special Kit for the Soldiers to bring on the Battlefield until you get something better with more advanced Alien-Technology like in the announced competitors.
  15. That´s cool Raffik and the way to the correct direction. That the Founders / Betatesters from Beginn on haven´t reached. I too find that the Game-Time is to short with 1 Gameplay-Year (360 Days). If the Devs make the Game 720 Days (like UFO 1 ET Standard / Gold- and atm. Platinum-Version) which are 2 Gameplay-Years, then more Gamers will buy and play X2. Much better are about 900 Days, which are 2,5 Gameplay-Years to bring more Gamers to X2 (see UFO 2 ET: Battle for Mercury). That means for X2 that the Cleaners can brought more in, you get more improvement on the Globe incl. other Parts of the Game and the Alien-Threat grow slower (like in the direct Rival UFO ET-Series), which menas more Game-Fun comes up for the Causal-Gamers. The Founders / Beta-Testers have had a high Stress-Level already the last Years in the Beta-Phases / Experimental-Phases with the very small limited Gameplay-Year (360 Days), so an double of Days is the Mininum to bring it on an solid Level like the Competitors (old X-COM, new XCOM, UFO ET-Series, Phoenix Point etc.).
  16. Grobobobo, very good consolidated. I played X1 too as nothing better was there to the new XCOM-Series and UFO 1 ET. I have to agree in the most Points that X1 was on Normal to Hard for Causal-Gamers and in most Parts to unballanced. The Devs and Modders tried their best in that time. But as X1 comes out, it was outdated about the wrong Production-Tools and unflexibility of the Game. That the Devs have noticed very fast and begunn to make X2, which overflow X1 in all Parts since the Beta-Phases and later Experimental-Phases with the new Game-Design-Engine. The Devs & Freelancers beginn to use the big Potential from the Game-Design-Engine with the Milestone-Parts already to outdate some of the direct rivals and esp. X1 completely.
  17. I haven´t tested Milestone 2 in deep so far. The Rework from Milestone 1 and for Milestone 2 are a very good step forward, esp. the begun important noticed Parts (AI, Airforce, Globe, upgrade the Game on the new Programming-Update, integrate the Cleaners better and much more). We will see what the next Milestones will bring in to fill the remaining big / medium / small Gaps and missing Content / Features as well as Rework, Refit and Upgrades the existing Content / Features. But from what I could see the Devs and Freelancers know what is meant from the Founders, Betatesters and Community-Gamers what they mean to improve the Game to get it to the same level as their direct competitors. In some Parts Xenonauts 2 overflow them already (like Vehicle-Upgrade, Soldier-Upgrades, Weapon-Upgrades and similar). But there is a lot more upward shift left for Xenonauts 2. The Devs have integrated an Part of it already in the Beta-Phases / Standard-Games. Now they beginn to use the Unleash-Potential in the Milestone-Parts. They just have begunn and it will be interessting to see what comes back from the interessting Beta-Phases and complete new Contents / Features (like more Advancements and Refits for existing planes etc.), the Founders, Beta-Testers and Community-Gamers bring in as for this Games integrateable Suggestions, which don´t destroy the Game and the Concept of that Gerne, which bases on old X-COM, new XCOM, UFO ET and Phoenix Point.
  18. Hi and welcome to the Forum. Nice Idea in Theory. In your Explanation you bring in the Difficulty with the indivudual TU´s already in. And an other difficulty comes in there too. In most Cases you wanna move an other Soldier first then the one in the "Next Soldier"-Row. Means you wanna set that Soldier to Wait-Postion, then move the others and at last this one. If you use the next Soldier-Button, the Soldier is Closed and won´t move this Turn anymore. That you can only compensate with the exixisting individual-Movement-System in Xenonauts 2, UFO ET-Row and similar Games of that Gerne. If I remember me correctly, the new XCOM-Row and Phoenix-Point have the same Problem and couldn´t solve it.
  19. The best is that you look in the Let´s Plays for them, then you see what I mean.
  20. Nice, keep on the good work Devs. The new Content / Features from Milestone 2 looks very good so far and close the Gaps for Missions, Specials as well as missing Content / Features a little bit more. I will look into the new Version on Weekend. But one good Advice: Don´t make in some Points (like with unflexible Armours / Combat-Support-Vehicles and only light refitable Fighters) the same Mistake as the Devs from Chaos Concept (UFO ET-Row) are doing, esp. with the UFO 1 ET Gold-Version-Refit to Platinum. I suggest you look in UFO 1 ET: Platinum / UFO 2 ET: Battle for Mercury, then you see what I mean. With the flexibility in Armour-Variants, Combat-Support-Vehicle-Modularity and Weapon-Upgradeabilitys, Weapon-Modularity and more differnt Missions / Special-Missions Xenonauts 2 have it´s advantage. If possible make the Fighters and Pilots more modular, with f. e. Changes in the Buildups with new Buildup-Refit-Techs and Flexibilitys (the begun Work on the Fighters with the Component-Weights etc. in Milestone 2 is an very good start). As well as both Games have the unflexibility that Pilots (Xenonatus 2) as well as Support-Vehicle-Drivers (UFO ET-Row) are not learning as well as can´t change Vehicles. Xenonauts 2 and the UFO ET-Row are Competitors, in some Points Xenonauts 2 is better (the announced Points), in other Points the UFO ET-Row with UFO 2 ET: BfM / UFO 1 ET: Platinum (more differnt Techs, an linked Storyline from UFO 2 ET [Earth] to UFO 1 ET [Esperanza] etc.). Atm. it´s an Head-to-Head-Running, because I play both, so I can say what is in both Game-Rows good or not so good.
  21. Or you change it that Autopsys get done like in old X-Com / the UFO ET-Series. You research it manually, then this Problem is solved.
  22. Yeah, I too played all Games of that Gerne I could get. The first was the old X-Com-Row with the 4 Games in the Row (correctly Row: Enemy Unknown, Terror from the Deep, Interceptor and then Apocalypse). The Shooter (5th Game) was not good. I played it with Fun. Sadly the 3 new Games of that Gerne, which were in an big WIP-Stadium never saw the Worlds-Light with the surprisse, that all 3 were fully corretly linked in the Storyline of old X-Com [the missing Science-Ship the intergalictic Alien-War which get announced in Int / Apoc, the other directly were linked with the finish of Apocalypse and the 3rd I don´t know anymore). The second Row I played was the UFO-After-Row (Aftermath, Aftershock, Afterlight), which come up in the 2k-Time and were not bad in the Storyline (similar to old X-Com with the Storylinelinks to all 3 Games). But it had a lot of Weaknesses too, which belongs to the Technology you had in the 1990s and the fully 2K-Timeline. The Weaknesses were similar the old X-Com-Row, but some cool Ideas were come in (like differnt Ammo-Types for the Rifles, Pistols and not only for the Rocket-Launcher as well as other heavy Weapons). The third Row I played was the new XCOM-Row (Enemy Unknwon single & with the Enemy Within-DLC, XCOM 2 single & all DLCs, Chimera Squad). There you see the new doable improvements from the 2010+-Timeline. But it limits it´s Potential about the unflexibility in some Points, where all other Games of that Gerne have their big advantages. The new Tech-Improvments which get shown like Upgrades from Weapons, Support-Vehicle, Soldier-Specials and so on are not so much, because they are in the Beginning. Then there were a lot of Fan-Projects, which are to much to list (UFO: Alien Invasion, Xenonauts 1, Open XCOM etc.). Some have nice Ideas for Improvements the older Games, others bring new Ideas for new Games or Games in Development to make them more interessting. All in all that Fan-Projects are good, but don´t come to the professional Games of that Gerne. Only 3 Games of that Gerne combines old and new Stuff more or less: The first is Phoenix Point. We know it all and it´s an direct Rival to the new XCOM-Series. It have different Endings, a lot of Decissions and you have to find your Bases, which are all over the World alotted. The cool Feature of the Game is that the Decissions you take have an big Influence to the Game as well as your time to save the remaining Humanty is less about the big wave of the mutagen-virus which is in the last big Mutagen-Nebula to change our World. The differnt 3 or 4 Organisations you meet and have to work with as well as the internal fighting between them gives the Game more Pepper. Short said: You have a lot to do from beginning on and it´s not easy to manage. The second is the UFO-ET-Row. There we had the Original-Game (UFO ET from 2006) and the light Rework (UFO ET Gold from 2009 / 2010) as well as the Pre-Story-Part (UFO 2 ET: Battle for Mercury, where you only can play the Basegame atm with a lot of Gaps open). The Gold-Version get a big Refit about different Reasons to run on modern Mashines with the Integration from the newest Possibiltys, which get tested in UFO 2 ET-Base-Game already. It´s an Hybrid from old X-Com and new XCOM from the first Game on, before the new XCOM Row come out. It´s Development isn´t finished yet (esp. for UFO 2 ET, but the UFO 1 ET Platium-Refit will show at this Weekend, what is possible to an 2 Decade old Game (from the Planing to fully Playable) with the newest Game-Tech-Improvements. The third Game is Xenonauts 2. I agree, there is a lot of Potential there and will be used with the more advanced Versions from the Milestone 2+-Steps. The Suggestions from the Comrade are very good and some of them are planed for an evtl. DLC (like Space-Ships for the Space-Travel). Others will come in the Base-Game (like Pilot- and Interceptor-Upgrades / Changes to bring our important Suggestions there). Some of the Ideas, which will improve the Base-Game "Xenonauts 2" come from the Beta-Testers already and it´s very good that the Communty bring them again as important in Reminder.
  23. Splitting would be OK when you have a lot more Researches like in Hoi 4, Stellaris, UFO ET-Series or similar Games of different Directions. In Xenonauts 2 it makes atm. no Sense, there the R & D-Projects are to less to make an splitting. Only if the Timeline get longer (not integrated yet) and more R & D (what get tested in Milestone 2-Prototype until it get recalled for Bugfix-Reworks) and special Combacks on the Geoscape (like Outpots, UFO Recoverys etc.) comes in, then it makes Sense to Splitt the R & D about new Features / Content or more interesting other Content. Interessting it will be, what differences we will get in the Platinum-Version of UFO ET (9 Days remaining) and the big Gapfillers for UFO 2 ET (unknown when they comes out) to Xenonauts 2 in that and other Parts. The R & D-Part of the UFO ET-Series is like the old X-Com Part, but with some big differences. Where Xenonauts 2 have an big advantage to it´s Rival-Series is in the Production-Line and Upgrades-Line about the Storages and the Resources you need. What the Research-Parts belongs, so we have to wait what Milestone 2, 3, 4+ will bring in.
  24. Scarlett58, there I can fully agree. And it will be very interssting, what the Devs have to report in the September Dev Diray. The Milestone 2 Prototype could be tested already and some of the improvements flow in the 1.33 Stable-Version for Milestone 1.
  25. Trasherke, yeah now I know what you mean. Tested it out yesterday evening.
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