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Alienkiller

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Posts posted by Alienkiller

  1. @MARSHalMELLOW: Nice Ideas. Some of them the Beta-Testers have already tested out in many prevoius Beta-Versions. Same like for the MARS. Everything what was to much get booted out (Stun Grenades and similar). 

    But the discussion and thinking for AP-Ammo-Upgrades (like it´s already implemented in UFO 2 ET) and other Bonuses from Autopsys / Interrogations aren´t finished yet.

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  2. @MARSHalMELLOW: Yep, that Ideas with the special Civilans surviving Mission get announced too during the last Beta-Versions after such Missions come in.

    There we have to see what happens. Evtl. an Test will come in to look how it works and then an final Decission from the Devs and Beta-Testers can be done.

     

    What the Weapons belongs, the Devs have announced, that there won´t come to differences to the Standard- and Accelerated-Standard-Weapons for the Countrys in the official Version. That the Beta-Testers and Devs have already discussed.

    Means: The Community which wishes such an Feature have to wait for evtl. Modding-Abilitys, if that is possible to integrate at the End of the Main-Development. Modding is still planed, but therefore the Main-Gameplay, Adjustments for it incl. missing Main-Integrations and Stability have to be fully finished first.

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  3. @MARSHalMELLOW: The secondary Slot with different Weapons was tested in several Beta-Versions therefore. It was to much. Therefore we integrated the Cannon again as an Modular-Refit for the Main-Weapon.

    What the small Transport-Box belongs: There we will see what happens. Evtl. an very small Transport Box will come as an Upgrade for the MARS / ARES with some R & D.

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  4. @MARSHalMELLOW: Your Ideas are very nice, but sadly I have to say, that they aren´t portable. The Problem is the linking from all that like you suggest. If you can manage 20% from that, you can be proud.

    We Beta-Testers from the Beginning on have similar Ideas, which we have discussed a lot. And we come to an much easyer Idea, which isn´t new and shown in XCOM 2 the first time. And we could test them already in the first Betas with the Xenonauts Ant-Base.

    Not used or too much Scientists / Engeneers can be assigend to such Buildings to improve Weapons, Repair- and Reload-Times, making Improvements to the Buildings / Weapons etc. 

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  5. Otsior, it´s good that you like the Demo. But an Game without an Storyline is no Game.

    You need an Storyline and when it´s like old X-COM, Phoenix Point, Xenonauts 1 / 2, Stellaris, UFO ET 1 / 2, Battletch, Jagged Alliance,or complete new in Terra Invicta, then everything is fine.

    Everything else of such Type from Games in that Gerne without Storyline is for the Trash. Exceptions are very little Games (about 1%) like Managers (F1 Manger 202x-Row Civilization-Row, Humankind).

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  6. Do you use natural Covering as well as Standard Covering (Walls, Doors, Boscase etc.)? If not, then it´s clear that you get that high hits, esp. on the Shield Soldier.

    What I do is to give the Shield Soldier an extra Plate for direct Hit protection if possible. Both (the Shield and Protection Plates) get upgraded with the Alien Fiber Material, which both get a reduced weight and give much more Protection. I don´t make the Shield Soldier to an Tank without Pistol / Stun Rod about the 0 learning effect. Later on that Soldier get as first the with R & D upgraded Suit which makes him / her much harder to hit and more flexible.

    3 Points you have Mentioned and an 4th you have not noticed yet:

    1. The Shield have already an seperate Armor-Level (sometimes it´s not shown, but it have) which is the big Difference to Xenonauts 1. In X1 it was more an nice Gimik.

    2. The Shield get reduced like every Armor per hit in Protection, which is the second big Difference to Xenonauts 1. In X1 you get a hit and Armor / Shield get destroyed completely. Then the Soldier had only 1 Chance: FLEE!

    3. The Shield is relatively soon upgradeable to an lighter and more protective Version as well as the Armor Plates / Cevlar Armor for that Soldier. That was doable in Xenonauts 1 too, but with the new Concept from Xenonauts 2 it´s much more effective.

    4. The Shield Soldier, Heavy Soldier as well as Sharp-Shooters get very effective with the new Suit. Try it out in the next big testable Version. ;)

    Where I give you right is, that some Parts of the Game need some more Adjustments here and there, which will come after all the Gaps (R & D etc.) are filled and the Main-Parts on the Geoscape get done.

     

    An mix between Xenonauts 1 and Xenonauts 2 is not neseccary, about destroying the new cool stuff. We have already enough elements from the Predecesssor in Xenonauts 2, which is enough to reduce the Development time for 2 or 3 Years. Xenonauts 1 were an good experimental Game for it´s time, but today you can´t win with that an flowerpot.

    There the 2006 UFO 1 ET incl. the 2010 Gold-Upgrade get more Features for Oversight, an better Damage System, upgradeable Vehicles, Weapons etc. and better Graphics then Xenonauts 1. And the Devs here try to come on an similar Level in that like the direct Competitors (UFO ET-Row and new XCOM) incl. bring the Feeling of old X-Com (Storage, Damage-System, etc.) back.

  7. @Kamehamehayes: You can´t double the Protection, dosen´t matter what you do. The Armour get wearing on the Torso and Head (Cevlar-Vest and Helmet, Warden-Vest and Helmet as well as the Guardian Armor and Helmet). With the Shield it´s the same. There you have the Protection the Material can give you.

    The only Possibility you can do is to give the Shield-Soldier differnent ° of holding like it get done in Tanks to minimise the Damage of an enemy Tank Cannon or Infantry TD-Weapon. But then you have the problematic (if he / she not kneeing) that there are more open Weakpoints to him / her.

    That an Shield-Soldier have an extra Protection-Vest is very unlikly (esp. the heavy ones like Cevlar and Guradian). With the lighter Warden it´s evtl. possible, but then you lesser Equipment.

    And what is doable with more Protection (Kneeing) to get harder to hit is integrated already. And you get later with Research an much better Suit, which make it much more harder. What more you can bring in?

    With R & D like the new Suit later on. And the full Game using the Brain and natural Protections too (Walls, Agrar, Natural etc.).

     

     

  8. It´s an new Armor-System like it get used in old X-Com, similar Fan-Projects and UFO ET-Series. Old is not bad, if it get integrated with the new technological Features correctly.

    Xenonauts 1 and the prevoius Beta-Versions (before that nessecarry new Armor-System get integrated) had 1 big Problem: You get hit and lost every Protection. Then your Soldiers had only 1 Chance and that you don´t wanna hear (FLEEING)!

     

    To make you understandable the old but very cool 1990-Armor-System with the best new Features here the shortform:

    1. Xenonauts 1 = 1 Hit every Protection destroyed, 2nd Hit Soldier Dead!

    2. Xeonauts 2 Betatests before Refited Armor-System: Same as Point 1!

     

    The new Protection System is working differently now. Read exactly the Weapon-Infos and the Armor-Protection Infos (Ingame-Feature). The Armor will everytime be lesser then the maximum Hit Potential of the Standard-Weapons / advanced Weapons, dosen´t matter you have Cevlar, Alien Fiber or whatever Material. That´s why you have to use all extra Second-Protection you get have to use (Nature, Walls etc.). 

    You get the Hit which get absorved by the Protection / Protections first and then it belongs where you get hit. Legs, Arms, Torso or Head. If you get lucky you get only an light hit, if you get unlucky an hard or deadly hit.

    That fighting System is realistic, because you don´t use the normal Standard-Ammo which get blocked by Cevlar, Hardended Steal & Co. You use the Special-Ammo (AP-Breaking) to fight the Aliens. The same the Aliens and the Cleaners are doing to your Friends as well as own Soldiers.  

    Means in Short: Your Shield / Armor-Vest / Armor-Plate reduce the maximum Damage the Bullet / Energy-Weapon can do. The remaining Damage hit the Soldier directly. With every hit the Armor / Shield-Protection reduce Step by Step too, which means your Protection is with every new hit lesser then before.

     

    If you get very unlucky the Aliens / Cleaners can destroy the Cover / Shield (Standard or Upgraded) / normal Armor (Standard or Upgraded) with 1 Shot. That can happen about the advanced Tech the Aliens have over you. I had that very seldom and the Soldiers get hit very badly or died.

  9. Yeah, the Game is in some Parts still unbalanced. That´s true. I made such an Report like you did with the previous Version and an fully 320 to 360 Days Gameplay. It´s very interresting. 

    The new Demo shows the next Step forward (some cool Changes are integrated already) and at the End of the Month or in March we will get the next Closed Beta for Testing if I read the monthly Info correctly.

  10. @Chris and Dev-Team: Very nice Public Demo. Esp. with the now integrated Tutorial and the whished Communication between the Main-Chars to give more Life to the Game. :)

    Very good integration: Tutorial. Tested it several Times and find that it works very good. I haven´t found Failures in there.

    Not so funny: In Ground Missions the Autosaves let you beginn in the Transport again. Dosen´t matter what Autosave you used.

    Not so funny: The Conversations between the Main-Chars are to fast and not readable. There have to be adjusted that the Gamer can pause them and read them in it´s own speed.

     

    That´s the Points I have found out in my short Testing.

     

  11. Tail UFO is usefull. In old X-Com (EU / TftD / Interceptor) f. e. that Option gives you the possibility to be in the Near and wait for Assistance.

    In Xenonauts 2 that Option have an similar effect. An big Effect that Option will have later on, after the missing Features from the Geoscape come in.

     

    The Tail UFO until over Land should be understandable from beginning on. That Option let the Interceptors wait to shoot the UFO down over Land either to make an Ground-Combat Version or getting Salvage-Money from the Country-Military.

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