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Charon

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Posts posted by Charon

  1. 4 hours ago, PALU said:

    I haven't seen the original Valkyrie design, that's correct.

    Its just 4 flares on the ground to mark the entry zone. Nothing else. No walls to protect you. No decision in your exit zone, no protection from fire all across the map, no cool droppods. If you think thats fun than imagine landing naked in the middle of a terror site.

    Unbenannt.thumb.png.ad7ce16e3d0e48957c576935394c89e8.png

     

    4 hours ago, PALU said:

    I don't like random drop pod placement, both because it's annoying and because it goes against the selling point of the Valkyrie of allowing you to arrange deployment, which ought to extend to the pods, at least to the extent of them not being placed in the way of your exits (I realize it probably wouldn't be reasonable to allow the player to actually arrange the pods, and it would probably get old fast if it was). If it was my choice I'd use a static pod deployment of either the corners or, if the area is large enough, 3 tiles in a row along each side with possible vehicle exits on both sides (requires an inner area of 9*9).

    Hm, but since you dont know what your immediate environment is you cant know what your exits are either way, no ? Sometimes you land in the north corner and have exit SE and SW, sometime you have a wall at SE, making everything else your exit. The preview window of sorting your soldiers doesnt allow you to view your environment.

    I personally think that a randomised starting position is better, increases the replayability and keeps the interest and challenge for the player fresh and new. But this might take time to realise, as 5 combat zones are not enough to get an endless feeling for the missions.

    If you like a static design you can go into maps/dropships/valkyrie and choose one to your liking and delete the rest. This way you can try out static design vs a dynamic one.

     

    4 hours ago, PALU said:

    Minor bug encountered: The manufacturing description for the Katana Mk-2 claims a Katana Mk-1 is produced, but the correct item is manufactured.

     

    Fixed.

    4 hours ago, PALU said:

    Related oddity: There's a "manufacturing" option generated: "Praetor Fleet Leader RE" (under Dissection Phase 4 Caesan & Wraith), which doesn't seem to produce anything at all (XXDESCRIPTIONXX). I think it was generated from the Autopsy research (but I'm keeping the old researches when upgrading to keep the campaign, so it might have been fixed).

    Actually, there is a manufacture option for the Base, Terror and Fleet Praetor. I removed the unlocking of the manufactures from the research entries right now. Fixed.

  2. 4 minutes ago, PALU said:

    - All of the drop areas have been in the SE corner of the map, closer to the southern end than the Eastern. To the south it's just enough to get a vehicle out. I have no problem with it being predictable, though.

    We dont really have an influence on where the valkyre spawnpoints are. Those were made by the mapmakers of XCE.

    6 minutes ago, PALU said:

    - I'm not too happy with the drop pod locations inside the area: My first attempt tried to get my mech out to the north, but for some reason it wasn't possible, as I think a pod blocked the way somehow, despite having had crew open 3 "doors" which should be wide enough, the mech refused to move to the tiles vacated by the 3 "workers". I'd like it to be possible to get a vehicle out in any direction. It's also a bit annoying you have to use soldiers to open "doors" to let the vehicle out, as it can't "open" or smash them itself.

    One of the major points i wanted to reach with the new design is that you cant get your vehicle out any direction you want to, unless you shoot down the pods. The randomness of the 23 maps should provide a unique approach to every mission.
    That vehicles cant open doors is just a vanilla restriction.

    10 minutes ago, PALU said:

    - I also had an issue with a wraith that somehow managed to teleport to a position where I couldn't attack it from the SE (probably due to a pod to the east side of it), leaving only a very narrow attack angle (it would probably have been wider if the "door" to the NW had been opened, in addition to the ones to the W and to the SW). However, moving into position and find you can't fire at the enemy for unclear reasons isn't exactly fun.

    Yes, droppods are very good cover. For you, but for your enemy as well.

     

    I think you never saw the original valkyrie design ?

  3. 18 hours ago, thethirteenth1 said:

    I've found my way back to this mod after a long time away (Like .96 I think?) I must have learned something because things are going a lot smoother with less save scumming!

    <3

    Maybe its because we improved on the overall gameplay ? How do you like the additional options in the installer ?

    18 hours ago, thethirteenth1 said:

    Small Note: Facehugger Autopsy still has XXDescriptionXX

    Im pretty sure that you cant get anything that would identify as a Facehugger Corpse in the game. You can only get them alive.

    18 hours ago, thethirteenth1 said:

    Also, what / where is the soldier sort button, and what does it do? I've installed the latest .10 unofficial patch, but don't see it on the soldier equip screen.

    It sorts ... soldiers. You can choose the order of your soldiers with it. Thats a definite plus when you have more than 16 soldiers in a base and are under a base attack. The game takes the dropship crew + the rest of the soldiers following in a chronological order. So if your best horse is at the top of list but at 32% hp, you can sort him out of the combat readiness.Unbenannt.thumb.png.1c36306fa7566222dd54713586144e78.png

    18 hours ago, thethirteenth1 said:

    It's amazing watching this mod grow over the years!

    PAW ! ><

  4. 6 hours ago, Mr. Mister said:

    Unrelated: it might only be possible in Easy and using the AI-nerfing module, but I love it when a farmer soloes a sebillian by suprlocking it turn after turn. Or when a xenodrone walks into a shack turbed killbox and gets mauled down by three farmers; it was out of my sight after he entered, so you can inagine the situation when I engered it afterwards expecting a different kind of massacre.

    Dont worry, that happens on all difficulty levels. I mean i have never seen a farmer solo a sebillian on ng+2, but drones and other stuff.

  5. 6 hours ago, PALU said:

    I've had shock rockets splat targets. In fact, I stopped using shock rockets after that. One rocket wasn't sufficient to take out a Sebillian terror unit at the time, while a second rocket splatted them. I think I've had the same issue with EMP rockets, so yes, good changes.

    While it is true that a conscious unit made unconscious with a shock rocket generated a splashed asset, they still count as captured afterwards. The point was more about that items on the ground including already unconscious units would get destroyed afterwards, which ofcourse shouldnt be the point for shock equipment.

    EMP change is self explanatory.

    I hope with this we see an increased use of EMP and shock charges all around.

  6. 2 hours ago, TheJournier said:

    how does you mod order look?

    can you screen shot it? thanks.

    935011802_Modloader1_00_01.thumb.png.797e7dab6af174e11937f084a51701d1.png

    My suggestion: clean reinstal, no non-XCE mods, and delete your AppData\Roaming\Goldhawk Interactive\Xenonauts\internal\scripts folder.

  7. WiP

    UNOFFICIAL

     

    updated X-Division 1.00.10

    Notes:

    • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
    • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
    • The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign.
    • As a basic rule, never patch during Ground Combat

     

    Installation:

    1. The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 .
    2. Download the X-Division 1.00.10 Update:
      https://mega.nz/#!hdpxQY7Z!8Pq8V6WNn4oKmkDJRUn0v3fd9O4A9r61oRXp6lhTJXM
      Link
      ( MD5: 5f1614fddb9153103832d5f971908e30 )
    3. Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again.
    4. Start the executable provided in the file. Follow the instruction of the installer
    5. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

    Changelog:

    Dunno, i changed a lot. These are the things i can remember:

    • Fixed some bugs around the Roborex
    • Roborex explosion on death no longer causes overdamage
    • Roborex explosion radius decreased from 6 to 4.5
    • Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker
    • Halfed energy armour for melee roboreapers. Their weak point should now be weaker
    • added mitigation to human stun gas
    • added one loading tip
    • improved the AI of Drones a bit
    • most importantly added X-Divison Palu's Shining Xenopedia to the game
    • 7 new categories for the soldier equipment screen
    • I think i also added the latest Monument IV map by Svinedrengen to the map pool
    • new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats.
    • new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission.
    • new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster.
      Only TOGGLE this during a Geoscape save.
      The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values.
    • new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower
    • new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you.
    • appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units
    • new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn.
    • revised Shock and Electron weaponry
    • fixed the installer with the help of @Mr. Mister
    • fixed some bugs
    • Increased frag grenade damage from 50 to 70
    • Increased frag rocket damage from 90 to 110
    • EMP charges and rockets no longer cause overdamage
    • Shock rockets no longer cause overdamage
    • Soldier Equipment Screen gained a Soldier Sort button
    • decreased Endgame research time in accordance with the latest diminishing returns formula
  8. 4 hours ago, PALU said:

    Just a nit pick, but the official formula results in 199% for 2 scientists, not 198%, and so would result in an efficiency of "100 - (applied scientists - 1) / 2" .

    Fixed.

    4 hours ago, PALU said:

    Not that it explains the increasing X factor (and pulls in the opposite direction)... It's like real life (although much more benign), in that the more people you add to a task, the more of the work gets applied to coordination and less to actual work, and finally you have to add management on top of that, which results in even more of the time the ones actually doing the work has to be spent meeting the report demands of management rather than actually performing productive work.

    Sure, but the point is that applying more scientist is worse than what the official formula suggests.

    4 hours ago, PALU said:

    With the workshop I've only compared the estimated times to perform the tasks, but not the actual time it took. The estimates indicate there's no efficiency loss, but are the estimates correct?

    Tested this once with 60 man hours and 60 engineers. It took exactly 24 hours to complete.

  9. @PALU @Dagar @Svinedrengen

    Just confirmed that diminishing returns is a thing for scientists. It loosely works as the formula describes it, that is total efficiency equals 100 - ((applied scientists - 1) / 2). But in reality there seems to be an ever increasing number of inefficiency the more scientist you apply to a project. So in reality it is 100 - ((applied scientists - 1) / 2 + X). With 20 scientists X is 0.4%, while with 70 scientists X is 16%. @Solver said the Nano workshop bonus gets applied ontop of everything after the calculation, but thats untested. So you can loosely formulate it as (100 - ((applied scientists - 1) / 2 + X)) * 1.5.

     

  10. @PALU All Ancient Weapons are literally bogus, some are too strong some way too weak. Their data is literally from the ALpha build, over 3 years ago, and doesnt factor in any of the changes which have been made seen since. They are ancient - code wise.

    So we are going to make a completely new and revised Ancient weapon set, up from scratch. The only prerequesite they have is that they should be more powerful than other weapons.

    So far its:

    • Range of 50
    • Lower TU% useage than other weapons

    So give me some nice ideas what should be so special about them, with the code we have in mind.

  11. https://www.reddit.com/r/Xenonauts/comments/ad3bvs/xdivision_numbers_and_mechanics/

     

    Quote

    Alien Ticker Speed (I assume this is alien development speed?)

    Indeed.
    Quote

    Is it correct that Normal in gameconfig = NG, Veteran = NG+1, Superhuman/Insane = NG+2 and Easy is not used?

    Easy = NG. Normal = NG+1 Veteran=NG+2 Superhuman=-. Superhuman is "officially" not supported.
    Quote

    Some weapons (burst, sniper, others?) have a suppression radius, while others need to hit to cause suppression (is this true?).

    Looked into the weapons_gc.xml and basically all weapons have at least suppressionRadius="1". What is radius="1" ? It is a cross shaped and affects 5 tiles ( center + 4 directions ). Now Xenonauts works with a 3x3 system, where every tile is made out of 3x3x? blocks. If you affect 1 block of a tile, you affect the whole tile. So a a bullet, or the suppression hitbox of a bullet only has to graze 1 block of a tile to affect it.
     
    Quote

    The manual writes that in Vanilla, suppression threshold = bravery. Can anyone confirm which is correct? Charon sticks with TU being a factor (in addition to morale), this requires testing.

    I ran some tests and TU really doesnt seem to be a factor. Other than that it is starting suppression threshold = current moral. Moral can go over 100 in X-Division, so keep that in mind.
     
    [4496] Soldier (miko 'hercules' ) hit suppression:
    [4496] armour damage reduction (149) = max(0, armour resistance (169) - armour mitigation (20))
    [4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
    [4496] suppression score (185) - damage (94) = suppression score (91)
    [4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
    [4496] morale (185) = max(100, min(0, morale (185) + value (0))) (with boost = 193) (soldier: miko 'hercules' )
     
    185 was the current moral for ´hercules´ and this seems to get taken for the suppression threshold.
    Second turn, then suppression:
     
    [4496] Soldier (miko 'hercules' ) hit suppression:
    [4496] armour damage reduction (142) = max(0, armour resistance (162) - armour mitigation (20))
    [4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
    [4496] suppression score (138) - damage (94) = suppression score (44)
    [4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
    [4496] morale (185) = max(100, min(0, morale (185) + value (0))) (with boost = 193) (soldier: miko 'hercules' )
     
    138 ( this turns suppression threshold ) - 91 ( last turns suppression threshold ) = 47 suppression threshold recovery. Which equals to 25,4054054% of the 185 moral threshold. So the manual is correct about the 25% recovery.
    Killed own soldier > reduced subjects moral from 185 to 165. Current suppression threshold is 44. Next turn > suppression.
     
    [4496] Soldier (miko 'hercules' ) hit suppression:
    [4496] armour damage reduction (142) = max(0, armour resistance (162) - armour mitigation (20))
    [4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
    [4496] suppression score (91) - damage (94) = suppression score (-3) <= 0 => unit is suppressed
    [4496] Trying to play animation crouch_ENY
    [4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
    [4496] morale (165) = max(100, min(0, morale (165) + value (0))) (with boost = 173) (soldier: miko 'hercules' )
     
    91 - 44 = 47. So the recovery rate doesnt seem to change even though the moral clearly changed. So the 25% of regeneration of the suppression threshold seems to be a constant set at the beginning of the mission, and doesnt change. The higher your moral your start your mission with is, the higher the suppression regeneration.
    Next test: clean state, killing 3 xenonauts to lower moral: starting moral 185, now 125.
     
    [4496] Soldier (miko 'hercules' ) hit suppression:
    [4496] armour damage reduction (155) = max(0, armour resistance (175) - armour mitigation (20))
    [4496] damage (94) = max(0, damage (95) * armour damage modifier (99))
    [4496] suppression score (185) - damage (94) = suppression score (91)
    [4496] morale change by (-0.940) = damage (94) * moraleRate (-0.010)
    [4496] morale (125) = max(100, min(0, morale (125) + value (0))) (with boost = 133) (soldier: miko 'hercules' )
     
    Suppression score = 185. So even when your moral gets lowered lower than your suppression threshold during your mission, it doesnt affect your suppression threshold. And with that propably also not the regeneration of suppression.
     
    Quote

    Bravery: +1 point gained per panic event

    + Suppression by alien fire + each successfull psionic fear attack ( other psionic abilities are untested )
     
    Quote

    Strength: Charon writes that a logarithmic scale is used, does that overwrite what's in gameconfig?

    The whole strenght gain system is completely bugged, and only hardcoders can take a look at it, and they prefer not to. @Solver :D
     
    Answered ?
    Quote

    Are there other difficulty changes, such as AI behaviour coding? Or does the AI behave exactly the same regardless of difficulty level?

    I think you have to realise that the AI is not a robot programmed to repeat behaviour, its a robot programmed to repeat results. They act in the same way than a human when making decisions.
     
    When an alien unit gets less TU through the difficulty modifiers it may come to the conclusion that its usual tactics are no longer effective enough for the TU it has. So it may switch them out on the fly, maybe to a more campy playstyle. Where it once though it was save to rush into a command room it may now decide it simply doesnt have the right tools to achieve the proper average results. When the difficulty lowers the damage of alien weapons a unit may simply decide to not take a shot, because giving away its position for less damage is simply - worse.
     
    No matter the difficulty, and no matter how hard nerfed the stats are, the AI still has the same task to do. And because they cant change their stats, they will have to change their behaviour. Up to a point where the aliens literally dont have a single useful action anymore.
    You can see that when an alien behaves "odd" or just "stands around". Fight, Flight or Freeze Response. Anyone ?
     
     
     
  12. 12 minutes ago, PALU said:

    Do we? I don't think the weapon did 240 damage, or anywhere near it.

    Yes we do, i suppose. If your andron/praetor did have any of the bogus weapons, and the aiprops says it has a propability for that, than we are talking about this:

            <SingleShot sound="Weapon Laser Precision Single" delay="0.6" suppressionValue="6" suppressionRadius="1">
                <Set1 ap="33" accuracy="50" />
                <Ammo name="ammo.Caeliumtube" type="chemical" damage="120" stunDamage="0" mitigation="15" >

    Direwolf armour has

        <Resistance kinetic="75" energy="95" chemical="45" incendiary="45" />

    So with a 50% damage roll the weapon can do 60 energy damage, which can be described as pretty minor and even multiple shots like this are blocked by the Direwolf armour.

    I think you are missing the point, you have to look at the Ancient Weapons in the weapons_gc file. Otherwise you cant understand the problem. Its ok if you dont want to, just drop me a note.

  13. Just now, Dagar said:

    I'm definitely not far enough into the game to say anything about that. I'd say it's a good thing that you can tell what the enemy can do by experience and their appearance. May give you an edge if you are a keen observer.

    Other solutions: The composition of the UFO crews is somewhat random, but there are certain ratios it follows. Maybe the same can be done for weapons? A few strong ones with loads of normal ones for the soldier type aliens, and weaker ones for NCs?

    We are explicitely talking about the Praetor here, and the discrepancy that 1 loadout can do 1575 damage, while the other can do 240.

  14. 2 hours ago, PALU said:

    Contrail: Haven't unlocked it yet, but it should be a matter of a day or so until it happens (I checked the research conditions, and it seems I lack the examination of the core of one of the interceptors I shot down). Definitely welcome. I'd like to get an interceptor with countermeasures so it can be used to engage escorting interceptors, but I guess you can't get it all. Ideally I'd want countermeasures to use its own slot, but that would require a reworking of all aircraft.

    Its not supposed to work like this, you should have been able to unlock it as soon as your first downed interceptor. Guess the wonkiness of the game screwed you over by withholding those items from you. So the intended gameplay is that you should get it researchable as soon as your first wave.

     

    2 hours ago, PALU said:

    (although the bomber that can roll might be useful if the rate at which it can roll is higher than the rate at which the enemy craft fires)

    Thats the nightowl with 1 normal and 1 heavy slot. I think Phase 3 really is destined to get dominated by mini mines, because its the safest engaging you can get away with and because of the lack of better aircraft to use missiles and torpedos on. But in Phase 4 you get a lot more different challenges, and an evading bomber, so things might equalise.

    2 hours ago, PALU said:

    By the way, I had an interesting exercise with a Praetor in a bomber craft: It stood near the teleport pad into the craft (on the inside), and I surrounded it and whacked at it with whiffle sticks. Nothing arrived to interrupt the effort, and its attacks were very feeble. It took until the 3:rd turn to knock it out (although I'd fired at it with a Pulse Precision rifle by mistake, so it had taken some minor damage). I didn't really expect that to work, but a save scummer can afford to perform odd experiments...

    Whats your point ? Are the weapons too weak ? If standing they should be able to do 5 * 3 * 105 damage = 1575 damage. At least thats the better variant. The alternative would be 2 * 120 = 240. So you might have gotten one of those.
    There are 3 weapons with the former above calculation, and 3 weapons with the latter one, making it a 50/50 chance. Looking into the aiprops i can see that the equipment is deterministic, eg. If you know which Praetor you have in front of you, you know its weapon. This is also what propably happened to your andron encounter, as he got the latter bogus type of weapon. I guess we need to fix that ? Let me know your best suggestion to fix this.

     

    Edit: Development points:

    Is the stronger variant too strong ?
    Is the weaker variant too weak ?
    Should we randomise the units with strong/weak equipment ?
    Other solutions ?

    @Phoenix1x+52 @Dagar @Svinedrengen @PALU

  15. 4 hours ago, PALU said:

    (most aircraft seem rather useless to me, while the Corsair remains the only real interceptor, and it doesn't cut it in phase 4: I had to use Hunters. There'd be room for a faster, nimbler, and more resilient interceptor craft)

    Hm ? What about the contrail ?

     

    I know that mines are quite useful, but i wouldnt know how to nerf them further. They come fairly late in the game, so maybe a change of pace is welcome ?

    4 hours ago, PALU said:

    Finish line: I thought I was at the end of the beginning, as I thought there would be a 100 day period of cool down before the end mission could be launched, and that it may be that further research is blocked during this period, so any tech will have to be in place before that's started?

    No, research is never blocked, until you press the endgame button for it.

     

  16. 3 hours ago, PALU said:

    I think the lore message was misunderstood: I deliberately removed the entries as you're not satisfied with my attempts (despite high praise for Mr. Mister's suggestion, which I incorporated), and the original versions aren't up to my standard, so I leave it up to you to come up with a version you like without any interference from me.

    HAH. You think i am going to touch it ? Or let somebody else do it ? You are the first and last X-Division lore writer and if you cant put it into the lore it won´t be there. You decide whether thats an honor or a curse ;).

     

    How did you like the new and revised mothership ? We especially revised before the 1.00 version, and i dont even think we had enough time to throughly test it to the extreme, eg. i couldnt test it. The archelon needs a slight buff in either speed or manouverability, so let me know what you think.

    About the odd andron and fighter stuff. Odd. But it shouldnt happen this way. Did you get both the alien interceptor and heavy interceptor ?

     

    Cheers Mate. You look to be close to the finish line.

  17. 2 hours ago, Chris said:

    I think a neater solution to this problem is just to do what the original X-Com did, and show the actual alien stats when you capture and research a live one (and also show the weapon stats more clearly). The maths is actually relatively simple, it's just that in X1 the full numbers are never given to the player which was probably a mistake in hindsight.

    Thats actually something that we did in X-Division, or rather @PALU. Every alien captured alive gives a small report about their relative armour strenghts and weaknesses.

    Quote

     

    Vivisection of a Sebillian Guard has provided us with some minor improvements in the understanding of the weaknesses of this species.

    The Sebillian Guard's armour, together with its hide, provides a good protection against Kinetic damage. While it protects against other kinds of damage (i.e. Energy, Chemical, and Incendiary), it should be possible to punch through it. These troops have been seen wielding Ballistic and Flamer rifles, as well as Ballistic sniper rifles (which doesn't seem to be a good fit for their close range preference and comparatively poor eye sight, but I still wouldn't try to convince the bullets they're wrong).

     

     

    On the subject of giving out concrete armour/hp/other values i strongly have to disagree. 1600 of pure testing hours on X-Division have revealed that you should make the foe as mysterious as possible. What is important in a video game is to capture feelings and emotions, not to make it a numbers game, at least not on the surface.

    This idea is not about solving a problem. This idea is about expanding the gameplay experience of the player to encourage experimentation and different approaches towards the game and life. Apart from the fact that its cool as hell to make the comparatively hard capture of a queen and then let it run amok in your testing range. Its about gradual teaching of gameplay mechanics, and a safe environment to test them. It touches upon the subject which most more complex games have been lacking: a tutorial and playful discovery and explanations of mechanics and tactics.

    Writing numbers into the Xpedia doesnt encourage players to experiment, rather the opposite. It encourages them to find the "correct" solution with numbers.

    But thats just my oppinion :).

    Cheers

     

    @drages

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