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Lord Blade

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Posts posted by Lord Blade

  1. The mod's pretty decent. Though obviously lacking countless UFOpedia entries.

    Also I find a lot of the "spawner" mechanics (like the Androns and their crates) to be rather annoying. If all ACTIVE enemies are down, any units in boxes should count as being defeated. You shouldn't have to sit around for things to pop out (or have to hunt down some crate hidden in a corner somewhere).

    Same with xenomorphs. If all the active enemies are down, the infected humans should just count as captured.

  2. I know I can change the stats soldiers start with (you can have them starting with 500+ all stats if you want).

    My question is about the ranking up. Because soldiers don't seem to improve over 100 in a stat.

    Even if I change the amount of global training they can get in a stat to something massive (like 100K), they don't seem to gain any stats past a certain point. So if I have a guy with 500 stats, he can't rank up at all.

    Curious how to edit that.

  3. 17 hours ago, Chris said:

    The thing that doesn't make sense is the fact you get the autopsy report immediately, before the prisoner has been interrogated :)

    Oh no, I wasn't saying getting the autopsy immediately, before interrogation. I mean after you've interrogated them, you'd them have them for autopsy.

    And possibly let you execute alien prisoners. So say you captured three of the same type and rank of alien. You execute one, and can start the interrogation and autopsy at the same time.

    But it was simply the issue with you doing an interrogation, but then still needing another mission to go out and actually kill one of them to be able to do the autopsy.

  4. On 2/24/2023 at 10:32 AM, Chris said:

    For the autopsies, yeah, we can make them unlock off captured aliens too, that's easy enough. It doesn't quite make sense but I think it's the best solution as it doesn't penalise the player for capturing enemies rather than killing them. I'll update that in the upcoming hotfix.

    I mean, makes sense to me. As after you've finished the interrogation, you'd be likely to kill off the alien as they would serve no further use. And keeping them alive would be a security risk (though I don't think you guys have any mechanic for aliens breaking loose in the base... though that would be interesting, and a reason not to stockpile too many prisoners).

    Yes, "murdering" the aliens is kind of evil... but they started it. :p

  5. Quote

    It is quite annoying to capture a mentarch (and other aliens that only show up once per mission) and not get the autopsy report that details all of its abilities and strengths. It makes sense to not get the autopsy on a captured alien, but it feels weird to know less about an alien by capturing it than if you killed it already. 

    Wait... you don't get autopsies on captured aliens? Aren't you killing them after interrogation? Or do they just sit as prisoners forever?

    Can't you just choose to kill anything you captured?

    Seems like the autopsy option should always be available.

  6. I would much rather see diminishing returns rather than hard stat caps. Having soldiers always able to improve (albeit with more work) makes sense. Though I would hope those diminishing returns stop at a point. So it gets harder and harder up to a point, and then flattens out and is always "that hard" to advance.

     

    The stamina idea is terrible. XCOM did that, to force players to rotate troops. And the mod to remove that feature ended up being one of the most downloaded of all time. lol

    We have enough trouble getting a decent force put together. Forcing us to give them all downtime and try to manage multiple forces from a base is just cruelty. Also, we get attached to our soldiers who start doing well. Being told we're not allowed to use them doesn't go over well.

     

    As far as vehicles go, I think that having three and using your modular idea works well. Have the vehicles be the "core", where we start with a basic one, get an advanced on, and then end up with our end game model. On this core you would add propulsion (so start off with just wheels and treads). We could then research better versions of those (so wheels with more movement, etc and tank treads made of alien alloy to be tougher) as well as researching the hover tech later in the game. Along with that, we'd have different weapons that could be mounted on the vehicle. So we'd have our starter core, with say a single small weapon slot, and some spots for upgrades (like armor or medpacks so anyone next to the vehicle can bandage up). We'd get a second version mid game, made of alien alloys, with a bigger gun spot. And finally end up with our Xenonauts masterpiece, made of the best tech, that has say two gun spots on it, and more equipment slots for bonuses. And each of those can switch propulsion and weapons as we please.

     

    Also, please give us a lot more control over the customization of our characters. Let us rename them as in X1, but also let us change the face (would simply be a portrait/head swap from a big list of all available). As well, let us change the nationality. So that way we can make the soldiers we want to see (like having a squad leader from your home country).

  7. Earthling Tech

    Something I wanted to mention... according to the story, Xenonauts is sharing the research they come up with with the rest of the world. At least, the major governments and such.

    With this in mind, I think that it would be appropriate for friendly units that spawn on maps to get some of the upgrades we come up with. Maybe some months or something after we've developed a tech (or perhaps unlocking the previous tier for them when we get a new one), we could start seeing soldiers (or even cops) using new gear. So random soldiers on the map would start having newer guns and armor as the tech we come up with starts being used by the various nations.

     

    Also, one more thing (until I think of the next thing).

    The snark in some of the Lore entries in the original (from whoever the scientist is) is entertaining. I would love to see that expanded on in the sequel. Have entries made by different scientists and engineers. Each with their own opinions about the others and the troops and such. I think it could be highly entertaining to have a bit of back and forth between your team.

  8. I very much DO NOT like this doomsday weapon thing. It just seems like an arbitrary penalty. I wouldn't mind if it was there and the player's actions could delay it. Say the aliens need a UFO to scan a target for a certain amount of time, so if you take down the UFO, you reset the lock. That might be interesting.

    But just having it wipe out a city every 10 days seems like very bad design. Especially to players who like to take their time and just enjoy the core gameplay. It means you're forced to rush to a finale.

  9. I really liked the combat system from X1. It worked, was efficient and interesting.

     

    If anything though, I'd like to see MORE aircraft unlocked, not less. :p

    But having modular aircraft is a great idea. One of the things I hated in the original was how the Foxtrot had two missiles. And that's it. Without a gun, if your missiles missed, you were useless. Being able to switch missiles for guns, or at least expand the missile racks would be nice.

    That was something I loved about X-Com Apocalypse, was how you have equipment slots for your vehicles. So you could choose different weapons, as well as extra items (like shields, engine boosters, scanners, etc). Each vehicle had weapon slots based on the vehicle, and a certain amount of space for equipment. Having that kind of option for X2 would be amazing. It would drastically increase the viability of earlier interceptors as we'd be able to simply enhance them to be able to keep up for a while with new UFOs.

    So you could have an interceptor with say a light and heavy mount. The light mount could have a gun or light missile, while the heavy mount could also use a torpedo (or even larger guns).

     

    And I really like the idea of pilot progression. It makes sense. If your pilot has survived multiple encounters, they're going to be a lot better at fighting the enemy. So having a level up system for planes (getting accuracy and evasion bonuses per level) would make sense.

     

    Another thing, I would love to see the final aircraft be a hybrid. So you'd work your way up with different and better models of interceptors, as well as a couple of different dropships, like in the original. But the final aircraft you unlock should be a fighter-transport. Your ultimate ship, with all the tech you've collected, being the best interceptor that you can make (with the most health and guns and equipment space) that can ALSO carry a squad into battle. This would allow you to shoot down a UFO and immediately assault it at the crash site.

    Now, there could be a limitation on that. Say the original dropship carried 8 troops, you research a new one that carries 10 and another that carries 10 but has a gimmick (like the drop pods in X1) and the final one is a powerful attack ship but is back down to carrying 8 troops (so you've got a couple less guys, but your response to a crash is immediate). It could also be a bit slower than the best pure interceptor you research (because it's got more weapons and space for soldiers). But overall it would make a lot of sense for that to be the best ship you can make.

  10. I love the idea of more lore, and more things to research. That's part of the fun of these games. I would very much like to see more entries for the different classes of each alien race. So capturing one of each should unlock it's own entry (and some could have specific tech unlocks, like a Ceasan psionic unlocking some psi-tech, while a Ceasan soldier might get an armor upgrade). Then there would be the basic entry for the race and the autopsy for each (the race entry from simply capturing any class alive).

     

    The tech tree in general I would like to see more of. Expanding it is always good. More tiers would be nice, though understandably challenging. However more general items like improved rooms and such would be great. Different tiers of radar for example, each with better range. The Hyperwave Relay as mentioned. As well as improved science labs and workshops (after all, you find all this alien tech, it would make sense to use it to upgrade facilities). You could even have advanced hangars (using alien tech to launch aircraft faster so they start off with a higher speed for example).

     

    As for armor, I like the modular idea. Xcom Apocalypse had that (and honestly it was one of my favorites in the series). So you could mix and match head, body, arm and leg armor. One of the issues with that game was simply the lack of armor options. But researching different styles of armor within a set (so light Wolf, medium Wolf and heavy Wolf) would allow you to get an upgrade tier, but not be forced to have everyone in the same gear. You'd have options within each tier. And with modular bits, you could easily equip say a chest piece with a jetpack (which might be weaker armor but has the mobility). Or equip different helmets for gas resistance or maybe better visual range, etc.

     

    I would also like to see psionics implemented. I mean, why not let humans be modified to get psionic abilities? You research all that tech about it, so it would make sense you could use it. Could give more abilities. But you could also do the reverse, where you could alter a soldier to be psionically resistant. So they'd be cut off from using psionics, but be all but immune to psionic effects.

     

    I also like the idea of improving on existing tech. The project to upgrade grenades and such when that stuff is available makes sense (though the auto-upgrade was convenient). But having workshop projects to further upgrade a tech once researched is nice. Also, it could be done by simply having a new research that unlocks the upgrade for the mechanics to do... OR... what about field experience? Say fire X type of gun say... 100 times? After doing that your mechanics have analyzed the usage and wear and tear enough to know how to upgrade it. So basically you would unlock the upgrade for gear by actually USING the gear, and not just an arbitrary research (that was fine for unlocking the gear in the first place). And of course, fine tune the balancing, so it could be fire a gun 100 times... use a stun rod 20 times or maybe on say, 5 different species... have a shield take 20 hits... toss 50 grenades... etc...

  11. As far as power goes, that's hit or miss. Some people like that extra bit of management, others don't. Not having to worry about it in X1 was kind of nice. Just one less thing to build. At the same time, it does deepen the base building some, and is a prime target in base defense missions. If the aliens do enough damage to key structures there, it could cripple your base until repaired.

    If power is a thing, then you'd naturally have to have different tiers of power generator that get researched. With the final tier essentially being enough to power an entire base on its own.

     

    Slots in structures is interesting. But would be hard to balance. You say that this time we don't have infinite scientists/engineers. So they're individual units now, and not just mass hires I take it? If so, then yes, having them assigned to a building instead of researching or building would be a consideration. But also just what bonuses they'd give. Would a scientist and mechanic give the same bonus? Maybe one adds a bonus to the room effect while the other lowers maintenance? Or they both give different effects, such as on a radar, a mechanic expands the radar range, while a scientist makes any ship picked up by the radar stay tracked for longer when it goes out of radar range?

    You could also simply make is a financial/resource thing. Where each room has an upgrade slot, and you can research different upgrades for each room, and only equip one at a time (or maybe multiple for higher tier rooms). So the basic radar has a single slot. You could install a range extender, or better tracking so UFO's that leave range stay visible longer, or a scanner to tell you what race is on the ship (which could be a higher end tech to research). Things like that. It would allow rooms to be somewhat modular and allow players to focus on the bonuses or play style that they want. Have a workshop upgrade that can make anything made cost less money, or less materials, or produce faster, etc...

     

    As for the radar, I don't like the idea of multiple radar rooms per base. I thought that was a bad design in the original. What you SHOULD have, is simply upgraded radars. As with other tech, you get higher tiers to research. Each one having a bigger and bigger range.

    And in addition to that, there should be a room like the Hyperwave Relay in XCOM, that lets you get more info on ships you detect, showing what race is on board and what their mission is.

     

    Building adjacency I don't like at all. It worked in XCOM because you only had the one base, so making the most out of it was part of the strategy. But for Xenonauts, where you have multiple bases, it doesn't seem like a good fit. You'd essentially want to just have a science base, a workshop base, etc... to get the most out of that. I think it should be avoided.

     

    Resource generation I'm also not a fan of. That's basically the point of going on missions. You take down a UFO, wipe out the survivors, and gather up goodies.

  12. So, as far as maps go, yes, more is better. And yes, good players would generally be shooting every UFO down, so terror missions and bases wouldn't be encountered.

    I figure an easy fix to that as far as bases are concerned, is having the odd base be constructed even without UFO landings. They would simply take much longer to spawn than a regular base being built would. That way players would still eventually see them and be able to respond. Also, you could have some UFO's spawn where their mission would be, and have them land almost immediately. They would be rare, but it would allow for terror missions and base building without the UFO's being shot down before they get where they need to be.

     

    In terms of alien composition, I like having "single race" ships. It makes more sense for MOST ships. Having the odd specialty unit for a race to add a bit of balance to them makes sense. As does "companion races".

    Sebillians having some "pet" race that helps supplement them. Or how Androns and Harridan work together. That works out nicely. You know what the bulk of the force will be, but also know to be on the look out for their support units.

    Meanwhile, the largest of the alien ships would also make sense to have a mix of races. Transports make sense for this, as they could be carrying different troops to different places. Meanwhile the largest ships would also likely be more of a coalition of races used to challenge you directly instead of just a single race on a mission. Though of course, there would still be plenty of the largest ships just crewed by one race. But it would add variety.

     

    You say there's 8 types of UFO in the game. Do those come with variants? Like cruisers with multiple internal setups? Because just 8 seems... small.

    I mean, you'd want 2-3 "no crash" ships, like the fighters in the original. Then two sizes of scout ship. Then a destroy (small ship more for combat, but still overall weak, with small crew). Then a transport (easy to kill but huge crew). Then your covertte, cruiser and heavy cruisers. Then a carrier (massive troop transport). And a battleship. Possibly even a "mothership" style ultra rare spawn, which could be a huge ship full of a collection of races.

    And with each ship (at least from the medium size up ones) you could start having multiple layouts with them. So just different internal layouts, as was in the first game (unless that was just a XCE thing, but still, should be done).

     

    As far as camera... I don't really care. The isometric was just fine with me.

     

    Aliens having tiers of weapons I like. Though honestly, I would like to see A LOT more research for the Xenonauts. More equipment tiers would be nice, as well as "side grades". One of the issues these types of games tend to have is that things are generally a straight progression. You'll sometimes get a slight side-grade, like the Buzzard and Wolf armors. I'd like to see more of that. Maybe having a light/medium/heavy armor for each tier. So as you get to a tier, you can have different armors for scouts vs heavy units. Not just everyone switching to the new shiny and being exactly the same.

    Also, more gadgets would be nice. You have the basic grenades, but what about things like mines or proximity grenades? A grenade launcher that a unit could use to fire grenades accurately over distance. A ranged stun gun type of weapon. Maybe even deployable mini-turrets and such. Shield generators or deployable cover (kind of like the riot shield, except it's a cover you set up and crouch behind, which could be good for setting up in choke points).

  13. Rather than just having our planes, what about actually hiring pilots for them?

    They could gain XP and improve their skills as they fly more missions. And if a plane is shot down, there could be a chance of them bailing out and surviving. Maybe even having research to improve their odds.

    It would be neat to be able to keep a good pilot going for a long time, and putting them in new planes as you get them.

  14. I'd definitely like to see more "side-grades" and strategic options with weapons as opposed to simply straight up damage increases. So while getting new tech would let you do more damage, it would be nice to see more options open up along with it. So different ammo types, or specialized weapons and such.

  15. I posted this on the Steam forum, and wanted to share it here.

    So I've been trying to go through the Kickstarter and official site and find out what's what with current design and such, but it gets a bit confusing. So here's some stuff that I would personally like to see in this game. I'd like to know what you guys think...

    1) More depth with the classic base building system

    I loved the classic X-Com style base building that Xenonauts used. It not only allowed for more customization, but also opened up the opportunity for base attacks, where room placement actually mattered.
    I'd love to see more effort towards that. More room types (like training rooms, or containment cells, etc). And a lot more impact if a defense mission is going on. If say aliens start smashing open containment cells for example, they could unleash captured aliens to help cause chaos (could be deadly depending on what you've got locked up). And having a unit run through an armory could let you better equip troops (or non-combatants) for fighting off the enemy. Plus destruction of certain room props could be a hinderance to you (losing science consoles in your labs could damage your research for example).

    2) More air combat options

    I liked the air combat system in Xenonauts. I'd love to see some more depth there as well. Say giving planes specific orders, like having them try to aim for non-critical spots on the enemy. Having a better damage system would be cool. Instead of just enemies crashing at X% damage, you could try to go for engines specifically to try and bring down a ship in as good shape as possible. Or even having new ship weapons specifically designed to cripple and not destroy ships (like EMP weapons or somesuch).

    3) Special combat mission orders

    I was thinking something like if you have a plane hovering over a crash site (or landed UFO), you could get a strafing run option in combat, where the plane would basically fly by and blast an area on the map on call (making it use up fuel and ammo on the plane so you have to choose when to use it).

    4) More alien types and sub-types

    Because researching all the different types is fun. And I'd love to see actual autopsies and live research for every type, not just a generic species autopsy.

    5) A use for capturing more live specimens

    In the first game, once you've captured an alien/officer/leader... there's not really any point in doing so again. Which is kind of disappointing. It would be nice to see some sort of reward for capturing instead of killing. Like having more interrogations. Perhaps capturing NC aliens could lead towards research of alien tech, while officers could teach you more about alien ships or strategies.
    There could also be a lot of "random" research things you could get, like alien lifestyle info, or recreation, or food types, etc. Basically things that you don't really need to win, but are just interesting little tidbits you can get out of prisoners to add more lore to the game.

    6) Having UFO's spawn a bit more sporadically

    In the original, it feels like you basically wait a few days, then a dozen UFO's drop down at once... then you're waiting again. It would be nice to see them spread out more. Having the odd UFO from time to time, and rarely have several at once. Just to make it more fluid.

    7) Much more soldier customization

    This is a big one. I very much want to see a hell of a lot more customization options for your troops. Picking name, sex, country, race and face at the very least. Colour options might be nice to help differentiate your troops on the ground at a glance.
    This is honestly probably my favourite aspect of the XCom remakes. Just how much detail you can put into your soldiers. It's great fun making squads of your friends.

    8) More Geoscape scanning options

    Basically getting improved scanners over time that would let us identify ship types, rather than just size, once a ship is in scanning range. And possible some sort of decoder to intercept transmissions that would let us know what a ship's mission is. Also let us know what race(s) is on the ship.

    9) More mission types

    So, I'm still playing through the original, but missions seem to mostly just be crashed UFO's and attacking landed ones (I've not seen any non-UFO missions).
    I'd like to see more alien missions on the map. So along with attacking UFO's (crashed or landed), having multiple mission types.
    Terror missions with lots of soldier class aliens in a high population area.
    Abduction missions where the aliens are after a specific person (like some military leader) and it's up to us to stop their abduction.
    Infiltration missions, where the aliens are trying to spy on locations, and it would just be a couple of elite units (so basically trying to hunt down a couple of slippery enemies before they escape).
    Sabotage missions, where they aliens are at military installations, trying to destroy stuff. Could involve lots of soldiers as well as the possibility of needing to disarm bombs.

    10) More research options

    Researching stuff is fun! I'd love to see more to explore. Notably some things like side-grades to weapons, instead of the usual straight upgrade path we have. So having some new weapon types that come up with a new tier (like when we hit lasers) that rather than just being a straight upgrade, give more specialized functionality. So maybe an option for different weapon/ammo types (I remember the classic games having regular, AP, explosive, incendiary ammo for example). Something like that would be nice. Let us equip for specific situations.
    Have multiple weapons for each type, with varying accuracy vs damage and such (so maybe 2-3 rifles for a tier, each being focused on its own strength).
    And give us more equipment. Scanners, mines, tripwires, portable walls (basically a small folding shield units can place to take cover behind), hacking devices, etc. All sorts of goodies.

    11) Grenade timers

    An option added to grenades to choose how long it takes them to go off. So being able to set them to instant (blows up when it lands), end of turn, 1+ turns. It could lead to some interesting strategy, especially if the AI is set to react to grenades. You could set a grenade to go off after a turn, and use it to flush out aliens behind cover (rather than just blowing them up instantly and destroying stuff).

    12) Actions taking set TU rather than %

    I think it would make much more sense for actions to use a set amount of TU, rather than a % of the unit's total. A pistol would fire slightly faster than a rifle, and of course each would be modified by firing modes. But as a unit gains stats (specifically more TU) it doesn't make sense that it somehow now takes them even longer to fire a shot than it used to (especially as with skill and practice you'd actually be able to shoot faster). As units improve, they should be able to fire more shots in their turn, not just be forced to waste TU.

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