Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Everything posted by Alienkiller

  1. Sounds and read very good. I will give Milestone 4 a big Test, after I give Milestone 1 a medium & Milestone 2 a smaller Test. Paused for Milestone 3, which is an advanced Milestone 2.
  2. Hi Mr White, when GoG have solved the Upload-Problem on their platform, there will be an Update for Xenonauts 2. There the Devs have no influence, like they have announced in the Patch Notes in the second Introduction-Line.
  3. Without the tactical Groups an Stress and Fatigute-System like in XCOM 2 can brought in. That get tested and it was not perfectetd for Xenonauts 2. I love the Stress and Fatigute-Level from XCOM 2 WotC about it´s easyness & individuality for every individual Soldier you have. There you don´t need the unnessecary artifical variable, which makes Xenonauts to complex.
  4. They will come when the Game is ready for them, which it isn´t for longer.
  5. Summerized I explain that it´s not easy to make an Game for Veterans / Experts and the populace normal Gamers incl. bring in cool Content / Features we Pre-Testers think that have to be in.
  6. Yeah, it´s possible. We Main-Beta-Testers have made an try with several Beta-Versions. The Problematic was and still is, that it dosen´t work good enough. It get out of the Game after that big Tests with a lot of Upgradings, Reworks and Bugfixes about to much Problematics. Maybe it will come in again with an very good solution for the Game, like it get done in XCOM 2 WotC.
  7. An other Option is to reduce the Screen-Size from that your Screen do maximum to an lower resulution-Size. I did that in Stellaris and Hoi 4 for example and can read the Texts.
  8. gG-Unknown, I know what you mean. The Accuracy-Problem is a job-site, which we Main-Beta-Testers (from first Beta on) and the Devs trying to solve since Ground-Fighting-Maps are out. That´s not so easy as it looks, but it get a lot better since the kneeing-Bonus and the Equipment-Thing-Bonus come in for the Ground-Battles. What the Hit-Damage belongs, that´s good as it is, when your Soldiers get hurt. If you make it harder as it´s now, nobody will buy and play that Game. You have to see that this Game is not only for the 5% to 10% worldwide Veterans / Experts, but also for the 90% to 95% Custom-Gamers. The heavyer you make an Game, nobody of the Custom-Gamers will buy it, which means that no Income can generated to hold it up to date. Example: You have the first Armor-Plate and the Warden-Armour-Upgrade or an better Variant from the Suit / Warden-Armor-Variant and get hit with an very precise Plasma-Weapon. With less then 4 good placed shots your Soldiers are in the happy hunting gronds. That´s for the Gamers hard enough and is like the old X-COM-Games. Where I agree is that that the Melee-Attacks could be much better in Accuracy with an Stun-Batton, Knife and other Melee-Weapons. And I agree too that the Accuracy could be more cooler with laying down, kneeing, standing and with Technologys for the Weapons, Armour etc. What I like in Phoenix Point / new XCOM is, that you can Augment or Cyborg your Soldiers to make them more effectivly. The UFO ET-Row, which get the UFO 1 ET: Platinum-Version, have done an big Mistake too as an big example. There only minimum-Refits get done and the Main-Points like World-Map, Cyborging / Augment your Soldiers, flexible Vehicles from different Types etc. didn´t get an Rework / Refit, means it still have the 2000-Gamestile and nothing from the more modern UFO 2 ET: Battle for Mercury-Concept integrated. Or Pardadox with the to heavy to play Strategic Games (f. e. Europa Universals, Hearts of Iron 1 to 3) up to about 2010 for only the 5% to 10% Veterans / Experts get the Custom-Gamers (90% to 95% worldwide) with an easy to learn and easy to play Stellaris / Hearts of Iron 4.
  9. I have noticed that last Soldier-Bug in the Tutorial too like the Comrade report. The remaining Tutorial works as it should.
  10. Hi cewamartin, you have very good summarized the atm outcome from the Game. I can agree with you in that Points, what the Cleaner-Part, the special Missions in the Cleaner-Part, the Upgrade- & Refit-Process in Weapons / Armour etc., and after the Cleaner-Part with the Standard-Alien-Missions belongs. Thanks for assist with the Ideas for different Bases, Outposts, the Main-Chars (Chief Scientist, Chief Workshoper, Operations Manager etc.) and important Parts for Upgrades / Refits as well as on the World-Map. That we Beta-Testers and the Communty say the whole time already. To get more assistance for bringing in more Features to make the Game more interessting and make an big Difference to the direct Rivals (UFO ET-Row as well as Xenonatus 1) is very good. I aggree that from the first Gameplay-Test to Milestone 2 (as one of the big Founders & Betatesters) the Game get an very good Step forward. It takes time, but the Quality have to go over Quantity. More Quality like above announced is important. If it would be in some Parts like X-Com Apocalypse or Phoenix Point (with the different Base-Designs you have announced) then an other great Step is done. Let´s see what the Devs, the Publisher and the Freelancers bring in for Milestone 3.
  11. You can create an seperate Post here for Modders, but from the normal Community and the Devs there isn´t something about that Theme yet. Like said, you can do it on your own risk, when the Devs / Publisher give an first Go for Mods. But then don´t cry when you have to start from 0,00 on again after big Updates, Refits etc.
  12. Modding-Tools will come, when the Game is ready for it. When it will be, the Devs and the Publisher don´t know about to much important other Things which have to finished first. The Game isn´t stable for Modding-Tools yet, what the Devs have explained several Times and the Testers can agree to 100%. The Modders don´t wanna have it like the Modders for Terra Invicta, which have to beginn from 0 on ervytime, when an big Refit-Work, Upgrade or whatever comes out. So it´s better to be patient and wait until the Publisher together with the Devs say you can beginn Modding.
  13. We get Milestone 1 and 2 this year with a lot of Updates. Milestone 3 is in WIP, but not ready for Beta-Testing / Prototype-Testing yet. We get informed when it’s ready for it. The Milestone 2-Version you can play fully normal until you get to the Hardlimiter (Days or Similar).
  14. Very good Summerized Ruggermann. Excactly that I have in mind with the 3 Points more or less.
  15. Thanks gG-Unknown, now I understand better what you all means. Sounds interresting. I would make it more interesting too with the later knowleadge of the Reapers (Autopsys), the 2 Weakness-R & D-Projects as well as the advanced / automated Medikit. 1. With an normal advanced Medkit / automated Medkit you have a Chance get the Comrade, Civilian, befriend Helper to stop the Zombification in the first 2 Rounds (like it get done in StarCraft 2 with Sarah Carrigan after they get catched from her Boyfriend Marshal Raynor). They have then brought in an Contimination Chamber until an real medicine get found. Means that saved Civilian, Police- or Army-Helper or in Worst Case an Pilot or Soldier of yours are not useable. 2. With the Autopsy-Report you get more Informations about that Infection, but have to do more R & D to get an antidot (like Trellium-D-Poison and the Antidot in Star Trek for the Vulcans). There helps too the atm 2 Weakness-Researches from the Workshop-Resarch. 3. With more R & D in Interrogations, Autopsys and Experiments you find an Antidot against the Larvas from the Reaper-Alien-Race, which have the Baby-Reapers and the Grown Up-Reapers.
  16. I haven´t read the discussion fully, but I know what you mean with the Larva-Attack and evtl. Healing for your Soldiers. I don´t like that special Alien (I hate it in old and new XCOM and as other Variants in Phoenix Point). And I like the System in Xenonauts 2, that this Alien have an 20% to 30% Chance to infect your Soldiers with the first 3 Attacks. If they would have an bigger Chance (like the problematic in old XCOM and Xenonauts 1), you need an Atomic Bomb and have to destroy the whole City or whatever Map instead.
  17. Yeah, the Game is atm limited in Days, because the Mid- and Endgame are still in big WIP. For the Endgame the Devs wanna bring in more Content (see Kickstarter-Page). As an Founder and from beginning on Betatester I and the others hope too, that an variable Endgame will come like it was planed (not only the atm Standard Win / Lose-Ending). Therefore the Timelimiter have to be doubled as Minimum. Otherwise we will only get the already integrated Standard Win / Lose-Ending.
  18. Multiplayer isn´t not good for several very good Reasons (like destorying the Storyline, destroying the Game-Fun etc.). That destructions have been seen for very good Games in the Past, which get combined the Storyline and the Multiplayer and destroyed the Game or have to be outsourced completely in an seperate Game. For the 2nd Point the Devs don´t have time and the other Idea destroy the Game. Means Idea 6 is out (or have to be done like in the new XCOM-Series later, if there is time for it). From the Ideas (1, 2, 5, 7, 8, 9 and 10) you mention the first Betatesters and additional Betatesters go conform. Similar Ideas get Mentioned from them too already. That you and others come with that too is very good and helpfull. Idea 3 sounds very interessting too. Let´s hope that this is possible and give more cool Options.
  19. Yeah, in that Point we both are on the same Wave. It makes the Officers-Women, which is your left / right Hand to assist the Commander (which is the Gamer) more interessting. She have such an Analytical Department in the Background (she announce it), but it don´t show up in the Game yet. It would be then important for some special Missions (Rescue an VIP, Capture Enemy VIP, Rescue shot down Pilots, Rescue lost Soldiers, Espionage Cleaner & Alien Activity, Prepare Convoy-Ambushes to get more R & D-Materials, etc.) to give some more flexibility in the Game / Missions and your Officers-Women-Assist with their secret Field-Agents something to work. The Analytical Department have not only that important Job. The Analytical Department analyses the Strengh & Weaknesses (which atm. the Workshop and Reserachers do) as well as the secret Field-Agents reduce the Panic. That´s an very cool Contnent / Feature from Terra Invicta. The last and important Part from the Analytical Department and the Field-Agents is to look for small / medium Outpost for more Range of your existing Main-Base & Backup-Base.
  20. We will see what the Devs do for making the Cleaners more interessting. A lot for them have been done for them in Milestone 2. But I give you right, the Cleaners are an interessting Enemy together with the Aliens since Milestone 2.
  21. I like the Dialogs, they bring life in the Game. Some could be better, there I agree. If you look to similar Games of that Gerne the only one with similar Dialogs are the complete new XCOM-Series (Bureau as Beginning over Enemy Unknown / Enemy Within to Chimera Squad) and with an complete different Storyline Phoenix Point. Short said: There are only 3 Games of that Gerne which have such Dialogs. All others have nothing of that or only the 08/15 summary in the UFO-Pedia or how it get called.
  22. Pietje666, the Mod Support was announced and it was clear that it will come in at the End of Development-Process when the Game is stable, all Gaps are filled and all other important Parts are done.
  23. Nice Chris, that´s an big Step forward. Yeah, there are some Parts which need more Refit, Rework and / or Upgrades (and that are important communtiy-questet Features like an longer Gameplay then it´s originaly planed in the final Game, on the Airforce and similar). With the new Game-Designer-Version it will be much easyer, which make Sense too. If Milestone 3 comes out in December I will take an look. If not, then I personaly can wait longer. I looked too in the 1.12.-Versions and find them an very good Step in the right direction. Keep up the Good work.
  24. Ooey, yeah that makes the X-25 so unique to the other modern Standard-Earth fighters. And that´s why it´s for modernisations with new Materials perfect. Like in Stellaris, Hoi 4 or Gal Civ with the Designers up to an hardcoded Hull-Limit. We have already an light designer here for the Airforce-Fighter-Crafts, why not using the Potential for them and evtl. the Transport-Craft. As example: We have the X-25 Angel (from the Mig-25) as Type 0 fighter (Standard-Fighter). It is Upgradeable to an Type 3 Fighter (lighter armoured Hull for longer Range, better Engines, advanced mobilility etc. to hold it up-to-date. And much more the Pilots haven´t an Choise to move from 1 Fighter-Craft to an modernised one or complete new one as well as getting XP.
  25. Komandos, there are 3 big Problems for the Aliens to solve: 1. The Fighters from Earth have an better turn Rate then the most UFOs. The UFO Fighters are the only ones, which get adjusted to Earth-Fighters and their improvements to give the Airforces and your Special-Organsiation an hard time later on. 2. The Fighters from Earth are buildup to fly in Atmosphere, not in Space. That´s why we can´t left with normal Planes our Planet, and the Aliens have the Problem changed (Space and less Atmosphere-Flight but not normal Atmosphere-Flight) 3. The Fighters from Earth are more flexible in Refits of external Modules and atm. 1 internal Module. There you can integrate better Weapons, Armor-Improvements (from 0 on for normal Airforce-Planes / your Special-Organistation-Fighters) and special Modules (like Fuel-Tanks for the Moment). Therefore the Aliens have a lot of Advantages against our Fighter-Crafts / Planes: 1. The Weapons from the Aliens have EMP-Funktions. That means they destroy the Electronic (see Series Viper, Earth-Atomic-Tests and Sun Flare-Activity) 2. The UFOs have stronger Weapons with no Problems of Ammo-Limitations. 3. The UFOs are much better Secured with Shields, Armor and a lot of Hull-Points to adjust the Earth-Atmosphere-Problematic, but therefore they are slower in Atmosphere-Flight. 4. The UFOs are an direct Modular-Buildup (like in UFO ET and UFO 2 ET), means the Aliens can Upgrade their UFO-Hulls from an Probe to an Battleship very easy. If you go in an Airfight with your Fighters, then your Fighter-Crafts will go out of it not unhurhurt. Minimum 25% of your Fighter is damaged (Hull, some internal Systems etc.) or in most Cases 50% to 80%. Dosen´t matter you play automatic (automatic more then manually) or manually. Short said: Dosen´t matter what you do, after an Airfight 1 of your Fighters get a little bit Damaged up to destroyed (belongs what UFO you fight). And it dosen´t matter how good you deal Damage, what matters is how much damage you can avoid to your Fighters in such Battles, similar to your Specialists in the Ground-Battles.
  • Create New...