Jump to content

dipmonk

Members
  • Posts

    9
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by dipmonk

  1. On 3/24/2019 at 12:02 PM, Charon said:

    I ... would have liked to see that :D.

    It was mostly a smokey mess cuz I'd stationed my troops under all sorts of smoke grenade cover. The more entertaining part was probably me flipping my shit...

     

    Here's a screenshot from a more recent mission; maybe you'll get a kick out of it. I'd been avoiding big Andron missions for the first two months of phase IV, but with my soldiers all kitted up in the latest gear, and a string of flawless victories against Caesans and Sebillians, I thought, why not give the old robots a spin again. So I went after 'em... in their landed, not shot-down, mothership. On a tiny arctic map. At night.

    Well, at least I didn't have to use too many flares - flames provided all the light I needed. Check out all that scorched earth!

    ScorchedEarth.jpg

    • Like 1
  2. @PALU

    Dude... amazing reply. So helpful, so detailed - thank you, man. 

    I'm doing an 99% honestman runthrough so the savescumming isn't an option (I say 99% cuz I allow myself one reload per ground mission if shit goes horribly sideways. Like when I learned that roborexes explode... with 7 of my 10 soldiers within the blast radius).

    Sounds like I need to be grinding cruiser/carrier missions for the parts to build my airfleet numbers waaay up (sounds like you have 6x9=54, I have 40, and some are older and practically useless), especially more Drakes, and I need to get some better mine tech (I'm still on mini-mines, I feel like I'm tossing pebbles at these UFOs). 

    Thanks again!

  3. Hi guys,

    So I've played all the way to the fourth phase without shooting down a terror carrier or terror/base assault dreadnought... and now I just keep getting my planes' butts kicked by battleships & dreadnoughts accompanied by interceptors.

    By missing out on terror/base assault ship cores, have I screwed myself by missing out on some of the other aircraft? In posts and lets plays it looks like there are many planes i'm missing (lotus, firebird, contrail, merlin, night owl, archelon...), some of which can be acquired before phase 4.

    Or does someone have tips for taking down dreadnoughts & battleships with furies/marauders/hunters? (the lets plays mostly focus on the ground game) Thanks so much!

  4. I LOVED X1, one of my favorite games of all time. However, the final level felt like a letdown - it's laughably easy if a player takes the time to kit his soldiers with all the best gear.

    Could X2's final level scale in difficulty according to the player's progress? Maybe have the level's enemy count increase based on how long you wait to begin it, and/or how much of the tech tree you've completed, and/or the total unit experience and equipment value you bring into it. 

    Alternately, maybe there could be more compelling reasons to rush into the final level, rather than wait to research everything and level up your squad.

     

  5. New aliens

    How about acid spit as a limited-use special power for one alien. If it hits your soldier, the acid won't stop corroding so your soldier has to ditch his armor to survive. Then suddenly you've got your high-level veteran running around armor-less for the rest of the mission.

    Gun turrets on landed/downed alien ships. They target a tile on one turn, and shoot the next turn.

    Hovering support UFOs - a large landed/downed UFO, or a terror site, gets a small satellite UFO that's hovers in the air a few levels up. This UFO doesn't need to move (would be cool if it could, but probs hard to implement), but it could provide visibility for aliens on the ground and shoot at your soldiers. Soldiers could enter it from directly below, using a transporter to shoot up into the ship. Once they've taken out the aliens aboard, the ship would provide visibility and turrets for your soldiers instead of the aliens.

    Like someone else mentioned - tunneling aliens that leave a trail on the ground that you can spot if you're observant. But also, after they attack, they leave behind tunnels that both you and other aliens can use to travel in and flank opponents. But maybe this is too hard to implement. Would need a below-ground level on maps like in Silent Storm, and an ability to distinguish between diggable and non-diggable ground.

    Caesans - could they start mind-controlling civilians? Always seemed crazy to me that this didn't happen. A perfectly camouflaged enemy unit.

    Wraiths

    I like the teleport. Last playthrough I used a modded version (the one with the Xenomorphs) and these guys worked well - especially in base assault and defense missions. Their distinctive teleport sound created suspense because I knew they were coming, but didn't know where. And they created a good "Oh shit now all those rooms I just cleared might no longer be clear" situation.

    However, I think they should teleport more - like to escape when taking a beating. That alone would be pretty novel - the other Xenonauts aliens just attack until they're dead.

    Also, maybe when they teleport they cocoon up into a heavily-armored ball, so they're hard to kill. Then on the next turn, they uncurl so they can run and shoot, but are now easier to kill.

    And because I don't know what thread to post this idea -

    Moving map parts. Like conveyor belts in factories/UFOs or trams in cities. Between each turn, the belt/tram moves a few spaces, so the player could ride them to reposition themselves for an attack.

    Anyways, super excited to see what you guys come up with!

  6. Must say I would have LOVED a Xenonauts-style game with an original world, original lore and original villains, rather than yet another XCOM reimagining...

    ...but Xenonauts is my favorite game in years, so I'm gonna put my trust in the good folks at Goldhawk and look forward to this all the same.

×
×
  • Create New...