Jump to content

Okim

Members
  • Posts

    165
  • Joined

  • Last visited

Posts posted by Okim

  1. My two cents.

    You can always go a different way - instead of upping the mass of the clips - increase their size.

    Pistol and shotgun - 1x1

    Rifle, precision - 2x1

    Machinegun boxes - 2x2

    rockets 4x1 instead of current 1x3 (yes, vertical rockets)

    Laser cells - 1x3 (long tubes taking both slots in the belt pocket and leaving some space to grenades)

    Plasma cells - 2x2 boxes (that`s uber weapons, so why not?)

    In real life a 5.56 30 round clip is 1/2 size of a pistol, so it will be realistic to have these sizes in the game.

    I would also reduce the size of the backpack. I personally was always confused by the whole idea of the backpack for fast deployment special forces.

  2. Can confirm that white tiles are present in windowed mode. Saw those on industrial map.

    The interesting part is that those turned to normal after i minimised the window and spent some time doing other things. On the next industrial map those sub-maps that where present in the first mission were rendered as normal, but new ones where once again white. Again minimising fixed the issue (but only after third attempt).

  3. Would suggest more map hexes, and ability to explore and discover hexes, rather than placement. Stars only visible on start!

    I can remember designing games like this with pen and paper in the 80's, we had huge maps that covered the table, all random event explore generated with die lists. Big fun!

    This report (http://okimstudios.3nx.ru/viewtopic.php?p=25#25) describes how hex placement and system exploration works in this game.

    The time of dies with lists are gone. Today players choose speed instead of over-complexity and this is what we have to deal with. Trust me - there once were more events and encounters, more planet types and more stars. Players could built undestructable armadas and colonise everything on the map. But the game for 4 players was more than 10 hours per session. Had to cut many things to make this game playable for the majority of players and get within the 4-5 hours of play.

  4. I always thoug of X-COM being not just the shield of the world, but some kind of care-taker that`s goal also contains development and production of new technological prototypes for the whole world.

    Seems that Xenonauts are something completely different. Probably 1970th have some heavy impact on this :)

    I remember a discussion of some requests that funding nations do from time to time (like asking for laser rifles, for example). This idea for Xenonauts appeared long before it was shown in XCOM: EU (the new one), but i feel that it might have been abandoned due to this.

  5. There is also a problem of rearming the rocket launchers. After they fire the first rocket their quick reload icon switches to basic explosive missile (the red one) even if you actually use plasma ones. This effectively negates you the ability to use that icon. It does not happen all the time though.

    This icon should also open a list of rockets in soldier`s inventory (on right click like grenades do).

×
×
  • Create New...