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Charon

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Charon last won the day on December 8 2019

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  1. Charon

    Xenonauts-2 April Update

    Congrats.
  2. I think we can all agree that when we are in a subtab we want: To have information about ALL available equipment. To be able to equipt ALL avilable equipment, eg. all equipment that is not used in the current subtab. If a grenade is stored in the storage room or "on" a soldier is irrelevant. Im not against option 3 per se, but i fear the implementation looks ugly. I would want to have a visual distinction between a "template soldier" and a soldier carrying "real" equipment. The go-to solution would be less transparency for template items, which looks less good than a simple "storage" on soldiers. I have a different problem that i frequently run into. I look at my rooster, trying out some new builds and combinations, changing up loads and equipment on individual soldiers ... once everything is done i realise that for that loadout a different class name would be more fitting, so i change the class. Guess what happens when you change the class, the default equipment for that class gets equipted ... all my carefully, and individually equipted loadout is gone ... . Because of this workflow i suggest that changing class doesnt automatically equipt soldier loadout, but that it only occurs when pressing the corresponding button. Usually you experiment with loadouts before you know what kinda class category that fits into, and this prevents having to reset your loadouts over and over again, just because you want to change the class name and icon.
  3. Charon

    Idea: Conceal Mechanic

    Thx to everybody for sharing their oppinion.
  4. One of the things which X1 had that it was almost always better to have LOS cover, eg. if the aliens cant see you, they cant shoot you. This gave snipers a hard time, since any good position to shoot from, was also a good position to get shoot at. So how about adding a concealment mechanic to the game ? The proposed mechanic is pretty simple. some armor can have an active ability which makes them able to conceal themself in the surrounding environment. This means an enemy unit will have to get 25% closer in able to see the unit wearing camouflage armour. The unit with the active ability needs to have environmental props near it to activate said ability, and moving breaks the concelment ofcourse. This would give snipers and soldiers in stationary positions better protection. Maybe it fits into the guerrilla warfare style of things ? Units can only go camouflage when the environmental props allow it. With this new gameplay mechanic you could also add countermeasures, like infrarot vision sensors, maybe some anti-camouflage equipment for the droid, sensory grenades etc ... . Different armour can camouflage differently well, always cutting a % of the sight of other units until they are discovered.
  5. Suggestion 2. I cant follow this argument. >but this means it can be difficult keeping track of your equipment - e.g. you might have a spare Laser Rifle on one of your unassigned soldiers somewhere without realising it, and you'd have to search through them to check that isn't the cas Counter example: This means I have 3 sniper rifles available in total. 2 sniper rifles in store, and 1 combined sniper rifle eqipped on soldiers in other subtabs. Even better, if i want to, i can equipt all 3 snipers, where one gets automatically deequipt from the soldier in other subtab(s). I dont know if that is functionality that XCE introduced, but thats how X-Division works currently. This formula should be followed for all gear components: [available gear in store] + [available gear equipped on other soldiers in other subtabs]. As well as the automatic unequiping if you wish to equipt it on soldiers in the current subtab.
  6. All shredding damage types shred all shreddable armour types. Now quickly say that ten times in a row. The armour system in Xenonauts is split into two categories. One which contains damage and armour which can shred and be shredded: Kinetic, Energy, and the other contains damage and armour which cant shred or be shredded: Chemical, Incendiary. Here are a few facts to think about: All shredding damage types shred all shreddable armour types equally for each prevented damage point. That means kinetic damage reduces kinetic and energy armour, and visus verca. This simulates armour getting more worn out over time. Chemical and Incendiary damage not reducing armour makes them types which are only good against enemies they are good against. Spamming doesnt help. Chemical and Incendiary armour not getting reduced means that if some armour has a good protection against those damage types it stays for the whole mission. No need to worry about battlefield effects. Kinetic and Energy damage shredding both armour types means that a mixed setup is more viable than a single damage setup, as both damage types help each other out. Spamming weapon fire is encouraged. Because of point number 1 you can have a unit with different shreddable armour values. Both shreddable armour types will get shredded, but the absolute difference in armour value stays the same. This is not explained properly anywhere, but thats how Xenonauts works, an underused and underexplained mechanic.
  7. Charon

    Recommended Mods?

    Depends on how much you have already played. I would like to say that XCE is totally like vanilla, just better, but that is simply not true. A lot of mechanics get changed, and XCE removes a lot of broken mechanics which are 100% in favour of the player. Teleporter blocking is one of the most broken things, XCE makes it into telefragging. Opening doors is a very "convenient" way for ... simple minded players to get a peak inside. In vanilla you cant get punished for that, no reaction fire, but in XCE you do. AI becomes more intelligent, Reapers one shot vehicles, Reapers get a better AI, aircraft UFOs get a "thinking" chance, the list is endless ... . XCE is an absolutely good game for it being a community edition. Maybe even the best community edition ever made. But despite this you have to deal with reality. And the reality with Community Editions is that they change a lot of stuff, but never see a full development cycle. Basically they never make the round of getting tested whether or not all that added/reinstated/like-the-original-intended-content/removed mechanics/content on their fun factor. Mods which are based on Community Editions usually make the missing part of a full development cycle again, as people usually actually play mods, and therefore the full incentive comes with a lot of people testing the game on their fun factor again. Balancing out all the new mechanics and content with additional content. And so making a full circle again. CEs and Mods are both 50% of a full development circle. Long story short. 1. Play vanilla, if you like what you see then 2. Get XCE and mods for XCE. Experience all that unbalanced gaming content. If you still want more then 3. Play a proper gameplay experience with X-Division. If at any point you dont like what you see just stop and switch to a different game. There is no use in forcing yourself above what you like.
  8. Charon

    Recommended Mods?

    XCE IS NOT A MOD. In the same way Xenonauts is not a mod, and Dawn of War is not a mod and plants vs zombies is not a mod. It is its own game, with its own executeable, its own data, and its own rules. Most Community Editions for games change source code, and become a program in its own right. Mods change content. if you change source code you become a different program. Apart from that it is a prerequesite for X-Division as it doesnt run on anything else .
  9. Charon

    Recommended Mods?

    None of the other non-cosmetic mods are compatible out of the box. They might break your game right away, or you might realise you are playing a completely broken game after 10 hours. That said, good content is this: Xenophobia. With the additions of AND_Great. I think i have a fixed XNT version lying on my pc. There is the X-Pansion pack, but i wouldnt recommend it. Stability wise. All of aajs´s content. XMC. Axiomatic s content, but its mostly geographical. There is also Armored assault, and the Dreadnaught mod, which might or might not work. Looking through the mod box in Xenonauts is mostly like walking through a broken toy factory. Nothing works, but everything is really interesting in its own right. If you just wanna look install whatever you see and then look what it does with your game, just dont expect a proper game afterwards. X-Division and the XNT version on my pc are propably the only slightly bigger mods that is geared towards the convenience of the player. Given a proper installation everything just works.
  10. Use the reaction button on posts. This way less posts get produced, and positive feedback accumulates.
  11. Thats what i am saying, the only question is whether or not you will find the same behaviour in vanilla.
  12. Unless you switch to the community version ? As far as i know in XCE you gain reflexes if you take a reaction shoot, or trigger one. I just dont know if that is not the case in the vanilla version. <reflexesProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="98" comment="A progress point is gained when a soldier performs a Reaction Fire test (it doesn't matter whether he passes or fails it)" />
  13. I didnt decide that X2s airgame would be a topdown shooter. Chris did. All i am pointing out is that its ridicoulus to discuss solutions which fundamentally go against the inherent strenghts of topdown shooter, as X2 airgame is a topdown shooter in development. Yes, i agree that X1s aircraft speed added little to the overall vanilla experience. But all you are arguing for is to decrease the options for the player. Why ? Because somebody else might get a better result. It is "confusing" for less competent players and "empowering" for better players. Solver once stated that he disliked that other people could get better results in the airgame because they were better at it. Thats exactly what i am writing . I dont see an "improvement" in removing an option to please less competent players, except for the pleasure they get when other players dont have the option to make more out of a situation. I am not arguing for a slider. But since its already there and its usefull we should keep it. If it wouldnt be there, and nobody made the suggestion people wouldnt miss it. But if you remove it up front from the development than that closes down the paths to make a deeper system. I made a 9gb mod in order to demonstrate am interesting airgame. It uses the slider featuer extensively. Thousand of airgame hours have been played. https://www.youtube.com/watch?v=9d3piT0zxhg&t=366s https://www.youtube.com/watch?v=nCSPkjvAOoE https://www.youtube.com/watch?v=F0fSkEA6A8o A button to match the speed of the locked on UFO. Now thats a good thing. Now we are getting somewhere. You might not know this, but if you select a UFO in X1, and the aircraft gets sufficiently close, it automatically decreases its speed so it doesnt overtake it. This ofcourse has its downfalls because the deceleration is depending on the aircraft, but the distance is not. You might also not know this, but you can already use hotkeys for the airgame. "Q" for a left role , "E" for a right role, "A" for afterburner ( the latest CE implemented that, thx @Solver), "1" "2" "3" "4" for weapon avtivation, "5" for firing all deactivated missiles, "F1" "F2" "F3" for individual aicraft selection, "F4" for selection of all aircraft. The only action that still requires clicking is LMB for target. No hotkey can replace that. And RMB for lock on. Propably the easiest solution to click on something you can visually see, as a hotkey solution would only cycle through all available targets. The only thing i feel is missing is to be able to add aircraft to an exisiting selection with "Shift". So "F1" "Shift" "F2". There is no command without a hotkey in X1. Not saying we cant improve on the slider. A visual increment of 10% with a - would be nice. Maybe a % sign of how much of the top speed is getting used. Also nice. None of those include removing the slider. A lot of people didnt like it and i dont know why. Maybe because there was no pause button. I think a possible improvement would have been to make it semi-turn based. Do you know what semi-turn based is ? One of the semi-turn based games i really like is Child of Light. Semi-turn based basically means that every unit has an individual speed value. Once the speed cooldown reaches zero, the game pauses and you have all the time in the world to make a tactical decision. Unit A could have 100 speed cd, Unit B 50, and Unit C 33. Unit B can attack twice as fast as Unit A, and Unit C can attack three times in the time Unit A makes one attack. https://www.youtube.com/watch?v=dbAylGrN-MM Different actions can have different time cooldown values. A normal attack could have 25 RT, a heavy one 50. Special abilities could make your turn faster or slower. Unit A with 100 RT and a normal attack would have a total of 125 RT for the cd. Unit C with a heavy swing would have 33 + 50 = 88 RT, and would still be quicker than Unit A. Tactics Ogre: Let Us Clink Together makes a very good strategic turn based system with that, as do a lot of other JRPGs. https://youtu.be/0B_XpO7bFZU?t=1933 The more i think about it, the more i think that Chris should scrap the airgame and make a semi-turn based minigame alá Child of Light, where units and actions have different speed cooldowns, with lots and lot of interesting options like "use main cannon" ( low damage, low cd) "use missiles" ( medium damage, medium cd, chance to miss) and "Denfesive", "Evasive" and "Aggressive" stances. Additionally aircraft would be able to use special abilities depending on their equipment, like a strong shield, that only lasts 200 RT, or an overclocked afterburner with a bonus to evasion. Child of Light is already a 3 vs 3, just replace the combatants with aircraft and UFOs and you have the perfect solution. I think this is what most people would be satisfied with. Finally some good suggestions. Now we are getting somewhere.
  14. https://www.twitch.tv/videos/497039581?t=01h57m04s One who likes the airgame.
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