Jump to content

Alienkiller

Members
  • Posts

    1,763
  • Joined

  • Last visited

  • Days Won

    28

Posts posted by Alienkiller

  1. Skitso, without the Battlefield-Parts you can catch or look into, the Game would only half done. Not all is useable at the first look. But you can use it for anything else (like Tech-Upgrades, Weapon-Upgrades, Row-Materials or whatever later on).

    In UFO 2 ET you can use the Alien-Weapons after Research, but only that you find on the Battlefield. You can´t rebuild them. 

    In new XCOM you get the Weapons as Raw-Materials (don´t remember the Name for it) to build up other Things or for Upgrades.

    In old XCOM-Row you can use the Alien-Weapons after Research and Rebuild them (OK it´s only Plasma or Sonic) but the Ammo is very limited.

    In Phoenix Point you have to make a good friendship between the 3 Habitats to get the Technology from them and Upgrade your own Technology with their Knowleadge (like Human-Upgrades etc.)

     

    Where I give you right is that the Main-Chars (Main-Tech, Main-Scientist, Main-Operator) in the Game come to short. We have to wait and see what comes in more from them. Chris said already, that there are Game-Parts which will bring the Main-Chars a big step nearer to the Player. The Tutorial is one of them.

     

     

  2. Ruggerman, I know exactly what you mean. I can´t remember the Names of the both big Fighter-Transports from X-Com: EU / TftD.

    Therefore I give the Example from the UFO ET-Series, where such big Transports with 3 to 4 Slots (Guns / Rockets with the since 2010+-Computer-Tech-Posibilitys Shields and Extra-Slot) show up.

  3. Thanks Emily that you mention it too.

    The Endgame here comes to fast (you have in UFO 2 ET about 900 Days), before the fully Invasion beginns.

    And the Story from the Cleaners is told to fast.

    As well as thanks to the Comrade which mentioned the very less Stun Abilitys against the Cleaners. With the Informations you get from the living Cleaners the Storyline from them should be more important.

  4. Ruggerman, I understand what you mean.

    An Dropship you mean is integrated in UFO 2 ET-Basegame (there are atm sadly only 2 Researchable). This can be Equiped like the Original Skyranger with Guns and Missles.

    I don´t remember if the last Dropship from UFO 1 ET-Basegame / Gold-Version can be Equiped with Shields as Secondary-Minimum.

    But if we wanna that bring in for Xenonauts 2 the complete Air-Fighting System have to be changed to an similar System which the UFO ET-Series brings in (which is an Refited System from X-Com: Apocalypse). 

  5. Yaeh, the Game need some more cool Stuff. In the past 2,5 Years we tested a lot of new Stuff and some of it comes in an different shape.

    And I give you both right, there is going a lot more. Hope too that the Rest of tested Stuff get in too and we Beta-Testers can make it better.

    When I´m getting to harsh sometimes, it´s about the hard test- and implemention Work we Crowfounders and Testers since the Game comes out invested already to make it longplayable and such Missions come in. And that´s a lot of Hours we active ones have invested (about 2.000 to 3.000 Hours+).

  6. Hi Cormrade,

    you can play like you would. But don´t forgett, the Game is still in WIP and we Main-Beta-Testers had many Things tested already. Like you said correctly, many of them will come again when the Game is more stable etc.

    In the Testing were f. e. dismantling Alien Parts to get more ressources (Weapons, robotic Aliens etc.). That´s atm not integrated in the Game for whatever Reasons.

    If the big Game-Changes for the remaining Beta-Versions and Early Access will come, then you need the more Ressources again. Atm. you can sell them for Money.

    I personaly like it when you have to choose between Economy (here Upgrading your Equipment, Buildings etc.) and Money (Standard-Ressoruce).

  7. Maybe you have to much Saves and have loaded an incompatile one from an older Mission-Folder. Delete older named Mission-Screens (V.25.0 / V.25.1) with the Codenames. They are in the Save-Folder.

    Then the Game will run fine again.

    That´s the only explenation I have. Did the same mistake and got an corrupt Game then. Since then all old Saves from previous Beta-Versions get deleted and an complete fresh Game get started.

  8. Comandos, if it were only that Room i would aggree.

    That´s not only this room. There are several rooms which need Energy. Look at your Main-Base-Buildup-Screen, get the Cursor over the buildable buildings and later more buildable buildings, then you know what I mean.

    Why do you think you have the Alien-Crystals and similar for later on?

    You have an limitation in Energy with the Generator-Rooms. So you have to use them wisely from the beginning.

    The only other Option for de-Energyzing is that such Buildings which go over the Energy you have left are closed for buildup until you get the Energy for them again with more Generators or similar.

    The Generators we have in the Game are Mini-Atomic-Generators (on Salt-Atomic-Generators). If not, the Game get in an GAME OVER after the first 4 to 6 WEEKS.

     

    What the Bases belongs, you can build up an Second Base in the first 100 Days. She is then small 1x Lift, 3x Hangars (with Fighters), 1x Radar, 2x Rocket-Defense (linked), 1x Living Room, 2 Workshops or 2 Labs. 

    If you decide for that, you can upgrade your Main-Base 1x directly at the Beginning with 2x Rocket-Defens (linked), 1x Living Room, 1x Hospital and 1x Training Center for the next 100 Days.

    That 2 Choises you have directly in the Beginning.

    That´s why we Main-Beta-Testers from the Beginning on (after the old Base-Buildup-Screen come back) discussed about that after a lot of testing already. The only Solution you have is to make 5 or 6 small Outposts which are your secondary Bases which were Outposts from your Predecessors and give up or fast to build up ones without the 750.000 Credits payment to get an planing permission for every Base you wanna build.

     

     

  9. Emely, you mean for the Game when it come out as Early-Access-Version. An good Idea. Then it don´t scare the normal Gamers which wanna buy it. And it could adjusted to the Difficulty too. The easyer the lesser the Panic from Beginning on, when the Aliens and their Helpers [Cleaners] get shown the first Time.

    Variant A: Beginning from 20 (Soldier), 25 (medium Soldier), 30 (Veteran) and 40 (General)

    or

    Variant B: Beginning from 20 (Soldier), 30 (medium Soldier), 40 (Veteran) and 50 (General)

     

  10. What the Knife belongs, it´s an very nice Secondary Weapon for the LMG´s and / or Snipers. I use them very often for Close Combat-Situations for them.

     

    Shields (Combat and Assault) are not overpowerd, rather the opposite.

    1. Steel is Steel (Steel Plating / Shield), which is heavy (like the Defender Armour which consists on Cevlar and heavy Plates), so that no Wounder is to expect. Your Specialists will take Damage, so Cover and the existing Protection is important.

    2. Alien-Alloys (Plating / Shield), is much lighter (like the Warden Combat Armour) and are an Step forward, but still not good enough. Your Sepcialists will still take Damage, so still Cover and the exsiting Protection is important.

    The Newbies will remember the words from the experianced Main-Beta-Testers in that esp. later when they fight not against human Weapons / advanced Human Weapons.

     

    What the Disable Buildings-Button belongs, it´s an must have for later, if Upgrades make Buildings bigger. If someone played the UFO ET-Series, where some buildings get Upgrades and not all can be Minaturised as whished, what get then an 1x2 Building (like the Hangar or similar) instead.

  11. @Chris Like already said, such Missions bring in picancy in the Game. That´s what such and similar Games make interessting. From the Mission itself I wouldn´t change much.

    The Reward from the Abduction Tubes (Ressources) are fully OK. You will need them earlyer or later.

    Where I give the Newbis right, that an Abduction-Save-Bonus would be cool for the Civilians. There Panic-Reduction is an very good Idea. -1 Panic, if nessecarry -2 as Maximum per Tube after you make more then the minimum 5 Tubes. That make the Challange much more interessting.

    7 Rounds I think are OK for that Mission (esp. for Newbies on lower Difficultys), 5 on higher Difficulty Levels (Veteran / General). That wouldn´t plunge complete Newbies or such which beginn Beta-Testing and gives for the experianced Gamers / Testers like us an Challange.

    Like you said, the Mission can be done to manage 8 to 9 Tubes, belongs on the Enemy which make the Abduction Mission. Aliens are harder to beat, Cleaners much easyer. With Cleaners as Enemys you can manage all 10 Tubes if you are clever.

     

    @happystrawberry1 Very cool Idea. You mean for Abduction Missions which get done from UFOs directly. Sounds very interessting and would make such Crash- / Landing-Sites very important too.

     

    • Like 1
×
×
  • Create New...