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Charon

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Charon last won the day on December 8

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  1. 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.
  2. 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 .
  3. 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.
  4. Use the reaction button on posts. This way less posts get produced, and positive feedback accumulates.
  5. Thats what i am saying, the only question is whether or not you will find the same behaviour in vanilla.
  6. 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)" />
  7. 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.
  8. https://www.twitch.tv/videos/497039581?t=01h57m04s One who likes the airgame.
  9. Indeed. Its like making the intersection between people who like spaghetti and aborigines. Not saying they dont exist, but it wouldnt be the biggest group of people. Edt: Here is another guy who cant play the airgame Doesnt somebody think he would appreciate a thought out autoresolve system ? Or literally anything else ? Maybe something that is depending on equipment and luck ? Or i mean replace it with your generic Final Fantasy system, that has been a guaranteed success for fun for decades. Replace the characters with interceptors, and the whatever-it-is with up to 3 UFOs. BAM. Problem solved. Golden Sun is also a good example.
  10. Even if it means to alienate all players who are on the opposite site of your liking, and like topdown shooters for what they are ? There is no solution which everybody likes, you are just advocating to morph a genre into something which it is not. The way better solution for you would have been a round based one, no ? But that chance has come and is gone. Maybe it comes again, but for now we are stuck with a topdown shooter, and removing elements which makes them fun isnt the solution. Skim through your own suggestions and you will see thats all they are doing. Yes, better suggestions all the way. But you are sharing the bed with other people who have something in common. They like Xenonauts Ground Combat and Geoscape. Only in how the they want the airgame to be they differ. Now you are saying "Get all the people who dont have the same taste off the bed." Yes ... if we could just find a solution which pleases everyone ... do you realise it might not exist ? Because no matter how you turn it, people have likes and dislikes. Somebody who doesnt like sports doesnt like most sports. There is no "sports for people who dont like sports". Every genre comes with its basic requirements. And topdown shooter have them too. You cant make a topdown shooter for people who dont like topdown shooter, and still preserve the features for the people who like topdown shooters. Phrase: "This is the best cheese, it contains 0% cheese." Yes, other people have different tastes. They might actually like it. Consider it. Your mindset is that of the strategic one, consider that other people have different tastes. Like 100% of Starcraft 2 players. They appreciate more control over less control. You are judging this based on the X1 meta. But all you are doing is limiting the meta down to rock-paper-scissor and closing the competence level down to your own. Consider that some people actually might do something with it. Something you might have never thought of. The fundamental part of topdownshooters is that you have controll over your plane. Thats where the fun factor comes in. Its the same fun factor a child has when it drive a mini automobil over the carpet. Seeing somebody else doing it isnt quite the same. If this would be a turn based game i wouldnt say something. In fact, i wouldnt even be here. I would leave it up to the people who like turn based aircraft games. But our current direction is that of a topdown shooter, and i dont see the solution in cutting away the things which make a topdown shooter fun and call it a solution. I rather say, ok, a topdown shooter is the current plan, but lets also get the people who dont like it onboard. And the common ground are the effects of aircombat onto the Geoscape. Does anybody notice i want a big discussion about the different kind of results of aircombat ?
  11. I think all of this gets past the point. People like Xenonauts/X-Com because of the Ground Combat. People like Xenonauts/X-Com because of the stratgical decisions on the Geopscape. People dont like Xenonauts because it has a good airgame. If people want a good topdown shooter they buy Nova Drift or Space Pirates and Zombies 1/2 or other games, which make a lot more out of that concept. So why try to bake a medium solution for the part of the game which just acts as an interlink to the content people really want to get to. 2 systems so a maximum amount of people can get to the gaming content for which they are really there. Which is why i am advocating to not put too much emphasis on either the autoresolve system, or the aircombat one, but on the effects these can have on the Geoscape.
  12. Nope i mean 1 button and lots and lots of interesting results. Maybe add a nice video. Thats exactly your suggestion, just that im not forced to watch a 1 minute unskippable cutscene. There is already a autoresolve system in X1. How much work is it to recreate the same function and apply it to a button ? Not saying thats a good solution, i am saying Chris should improve on that system. The work of that system would consist in simulating correctly, in which case we need to know WHAT the possible results are. Which is why i am advocating for an improved system which goes beyond Victory-Defeat. --- Im making the statement that a genre which is fundamentally dexterity based is impossible to make attractive for people who dont like fast mini decisions with time and timing pressure --- The only thing we get if we ask people who dont like topdown shooters is a system without all features that people who enjoy topdown shooters enjoy. You are trying to feed carrots to wolfs. Also, does nobody of you have any fantasy what you could do with an autoresolve system ? I mean look. I have been thinking about this topic for 5 minutes, and you could come up with procedural generated text events and decisions for the player to make. Like "Roll left (45% chance of success 110% total damage) Roll right (80% success), etc ... . Risk - Reward decisions in text form. The freed up resources would come from the fact that Chris doesnt have to make the airgame attractive to people who fundamentally dont like the genre of topdown shooters. People who make suggestions like Yes, take away more control of the player. No hate, just making a case. Love you kabill.
  13. Read the point in the post above about twitch based dexterity skills being fundamentally different to slow strategic decision making. Your paragraphs prove my point better than i could have.
  14. HA. And with that fuel let me make a suggestion. This might cut deep, so bite your teeth. First, here are the basics. The X1 model, and the envisioned upgraded X2 model are called topdown shooters. They are a legitimate game genre, which can stand all on its own. There have been thousands of games like this ever since Space Invaders was released in 1978. From Space Invaders over Star Fox 64 to Nova Drift they are all topdown shooters. What they all have in common is that they reward dexterity based skills and fast decision making. The sum is hundreds of mini twitch decisions each of them are executed in a tiny time window. Strategic thinking on the other hand rewards time consuming decisions with great impact. The characteristic traits of those are unlimited amount of time to think, less strategic decisions, and greater impact for each individual decision. Its not hard to imagine that players who enjoy one of these genres dont enjoy the other. They are fundamental opposites in the smallest amount of measureable player interaction. There is only a tiny fraction of players who like both ( weirdos ), because those 2 fundamental skills talk to 2 very fundamental different destinations in the brain. Everybody here is discussing how to make the perfect medium burger, which doesnt piss of most people, while i see no reason why we cant have 2 perfect rare and well done burgers, instead of 2 medium ones. I find it much more important to discuss the Geoscape-Airgame effects. Like Do we want damageable parts of UFOs ? Do we want to have them have effects in Ground Combat ? What should the effects of escaping UFOs be ? What should the effects of shot down UFOs be ? Random interactions when <incident> happens ?
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