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Okim

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Everything posted by Okim

  1. Playing in a window (1024x768). Can`t select MIG`s weapons. Other interceptors allow to change weapons without any problem. I usually make MIG a fully long-ranged heavy weapons platform rather than default hybrid.
  2. I can confirm that. Jumping facing NW and SE (where fence is behind your soldier) makes a jump-in-spot animation after which soldier just walks through the fence. It happens anywhere on any map with any armor type/weapon. Off-top. Scout on farmland map obscures your soldier at SW of its boundaries. E.I. the place where it wraps the grassland by its wall. Also on that map i had no grenade throwing cursor. Just a plain green square without any to hit chance info and AP usage info. There is still an unfinished barn present on farmland maps. The one without second flour and ladder leading to nowhere.
  3. I find initial squad quite 'well trained' actually. The guys who come later as a replacement are really much weaker (but can be trained to become smth closer to original squad). The real problem of these soldiers is that they die from 1-2 hits even in initial armor and that their weapons are a bit too close to harmless. They do hit and do it frequently, they just don`t do much damage and require more hits to kill an alien (even RPG doesn`t kill from a single hit most of the time). Regarding friendly fire and such - we have now a nice feature that helps us to see if a shot is going to hit friendlies (green boundaries around friendly in line of fire). About grenades... Yeah, there is plenty of improvement required here. The same with 'over-shoulder' fire. I doubt that release will have current alpha tactical gameplay limitations such as these listed
  4. Well, that`s not how things should work with snipers on roofs
  5. Just finished the terror mission. Very well done! Tau-like drones, destroyed APC and actually fighting military guys - that`s just great! I wonder if that APC was alive at the start of the mission or is it just a decoration? My soldier was unable to see anything from rooftop (a known issue IIRC, but i still wanted to note that). That terror mission got a very nice scene when a very annoying drone (who pinned my men at gas station) was killed by alien reaction fire And sniper rifle is indeed a must have weapon...
  6. I wonder have you read this post of mine? I have a feeling that it was overlooked... http://www.goldhawkinteractive.com/forums/showthread.php/1551-Suppression-Mechanics?p=17881&viewfull=1#post17881 EDITED: i don`t like the increased AP costs under suppression. You wont be doing things slower, actually you`ll do everything even faster in fear of being exposed to enemy fire for too long. At least that`s what i experienced in numerous airsoft battles i had. If enemy is trying to pin you down and you realise that you are in a very bad spot - you`ll run or crawl the hell out of there jumping like a crazy bunny all over the obstacles with your head down
  7. A little addon to Cris` suppression system idea: 1. Unit is under suppression fire - he starts to lose his suppression score. 2. He lost his suppression score, he starts to lose his AP left for this turn (reduced reaction fire). 3. He lost his current APs, he starts to lose AP for his next turn. 4. He lost half of his next turn`s AP, he starts to lose his morale. This what we get: a. we can reduce a unit`s reaction fire b. we can force him to lose up to half of his next turn`s APs reducing his effectiveness c. we can force him into freaking out if his morale is already reduced d. suppressed unit has a chance to fire back, run away, find a cover if he is not panicking e. makes bravery (morale) a bit more important for your soldiers f. removes 'total paralization' effect from suppression (entirely moving it to morale system) EDITED: About flags/signs. If a unit has lost his current APs (reaction fire not possible) a small text sign 'suppressed' should float above him. If a unit has lost half of his next turn`s APS a small text sign 'pinned down' should float above him. Both signs float for a second or so. Your soldiers can see if a unit has ducked/kneeled/made another suppression-related action and they can also see if their target is pinned down, so these messages are ok in terms of reality.
  8. Nice pics. And soviets are actually accompanied with black variants. This removes the need to add thousands of sprites for soldiers
  9. Hi, devs. I know that Xenonaughts multiplayer is not among your goals at all, but it could be great to have a hot-seat/lan/online tactical combat where you can chose a map, set up your teams (races, skills, armor, weapons and other equipment) and set the goals. Much like UFO2000. You can start with hotseat/lan at first to test it (people can use hamachi to get virtual lan for online games) and restrict teams to Xenonaugts agents. Later when the game is released, bugs squashed, money earned - you can add full online with aliens as a DLC option. I think that if this would be added to your kickstarter project it will get some extra money from us fans (and it might come out as a really significant boost, actually).
  10. Running old 1280x1024 monitor. The game in full screen has messed texts and sliders (especially personnel hire/fire screen). When using windowed mode for anything non 4:3 the game looks much better, but it is not windowed and 'thinned' if you know what i mean.
  11. Also the completed project (Mig) is still there in the list with 1/1 items complete and colored in red. I think that it must be deleted and workers unassigned, but smth is not working properly here. BTW, when your Mig gets destroyed and you wish to have a replacement - increasing the number of Migs to be built in already present Mig project will instantly produce you a new Mig.
  12. Those will be two different games and this project will be the only one very close to the original XCOMs. Firaxis Xcom might be 3d-ish and fancy looking, but IMHO it is somewhat far away from the originals. Though i understand that many modern players might not be knowing the original series at all and some of them will be selecting the most cooler-looking game between the two (and 3D + animeish looks might be a serious point here).
  13. I`m personally satisfied with current MIG-into-two-techs unlock. Honestly, i forgot about MIG at first place. I`ve played 8+ version for the last time, so this huge gap presented me a nice bunch of 'wows' (new chinokee, new farmland, new interception screens, new aliens and well-done ufos etc.). I didn`t prepare hangars for MIG from the start. Only after the 'Alien Invasion' tech i`ve started building several new hangars. I assume that this way will all the newcomers use on their first play through and i consider this to be a perfect way to introduce players to research, production and base screens.
  14. I`m against it. Let`s not push the game towards further simplifications. I`m full with civ5 and ja:bia casualness and hope that this game wont end like those successors did! In fact i hope to see some ammo variety for the weapons (not only launchers).
  15. We need some kind of fanatic cultists who worship the Aliens. Would be nice to fight non-aliens with mixed alien/human equipment from time to time. Given relatively small Alien force and abduction/infiltration they utilise - cultists would fit quite well into the game. Though this means a hell lot of new sprites to render that leads to no-way-this-will-be-in-the-game
  16. Speaking of random events. I was making a table-top UFO strategy game few years ago and random events for both sides played a significant role in the gameplay. Aliens had several events regarding the weather, solar storms and other electro-magnetic activities that reduced the ability to detect their UFOs for the duration of the turn. They also had hidden stashes of weaponry and UFOs spread all over the Earth by their scouts 50-100 year ago. The most funny event was an attack of cultists at terran objects and crysalid infestation. As a bad event aliens had malfunctioning UFOs, crashes and bases being attacked by local government forces. Humans had events regarding their financial situation, both good and bad. Some events included the detection of an ancient crash site or alien hidded stash and a possibility to take it over. Bad things included various outbreaks of unknown diseases that lured away their scientific effort, cultist strikes, cryssalid infestation, desertion and units being damaged. The majority of the events were notification type that player had no choice but to accept, the others were 'you do that and you`ll get that' type and some minor nasty 'you do that or otherwise you will regret not doing it' type I once proposed some event system to Xenonaughts with soldiers getting promotions, research breakthroughs, manufacturing being finished ahead of plan. As bad things i proposed people getting sick, planes getting inoperable for some time and research/production being stalled due to incidents. Those were minor good and bad, rewarding and not things that should happen in everyday life. Now when you speak of global event system that includes player choices - i fully support it as i`ve waited for something like this for a long time in UFO/XCOM series
  17. Taken from wiki here: http://en.wikipedia.org/wiki/Nuclear_weapon under the 'other types'. That and the fact that Aliens might have much more cleaner ways of nuclear-analogue warfare that a player can (and probably will) get during the gameplay can allow countries to 'nuke'/'alienuke' crash sites and alien bases in their territory should the government be desperate enough to do that. As we know during the Iceland incident terrans used nukes to bring that UFO down - they already risked nuclear contamination and other bad things the radiation can bring to shot down just one UFO (even over sea that number of nukes fired would deal serious damage to ecology). About Genocide. What will you do as a ruler of any given nation if you are aware of alien infiltration and possible indoctrination of some number of populace of a small town? 1. isolate the whole town and attempt to figure out who is who loosing precious time and allowing the aliens to find a way to sneak out of there? 2. terminate the whole town populace assuming that all of them were already 'transformed' into aliens to ensure that no one will slip away? I doubt that in dire circumstances such as intergalactic war with all its effects such as increased xenophobia, paranoia and other such things you`ll take the first option. Government will likely loose a portion of its populace (surely blaming the Aliens in their deaths or throwing to the crowds other lies) rather than taking a risk of blowing up the national security.
  18. Penalties after sixth recruited soldier isn`t the best idea IMO. And honestly there should be a wider choice of personell. Imagine hiring a new base garrison of 10+ people. The next month you`ll get pancies and greenies to refill your losses or even worser - garrison another new base. (one of my ideas from another topic).50 might be too much for a 1-2 week renewal basis... 25-30 might be better. This needs some testing. Speaking of penalties. There should be another way to punish you for your actions, not just for people being lost. The skills of your recruits should be based on your current progress. The better you fight the aliens - the more and more elite soldiers will be willing to fill your ranks. Get yourself constantly pushed back - and you`ll be have less elite soldiers (representing distrust of funding nations and unwillingless to send experienced troops under your command). The exact number of available recruits can also varry depending on your progress. Cost of hiring soldiers could also be a good way to punish you. That just my thoughts here
  19. UFO: EU, TFTD had infinite manpower to hire. Apoc had a list of up to 20 soldiers available for hire where you could select any one of them and see his specs. This list updated each day and this scheme worked fine with the small local scale conflict that Apoc was centred on. Xenonauts currently follow the infinite recruits scheme. Having a simple increase/decrease way of hiring manpower greatly limits ability to see the specs. There are some suggestions for this issue (if devs don`t mind): 1. a list of up to 50 soldiers that renews over time (say 1-2 weeks). The screen can show up to 10 soldiers for simplicity with prev/next buttons to show remaining recruits. Each week or two some soldiers from the list are replaced, some added and some just removed. 2. a list of 10-20 soldiers that randomly generates each time you visit the hire screen. You can select and hire specific people and if you are unsatisfied - you can reopen the screen again. This may be irritating, but that`s actually the way to limit player in his search for uber-soldiers. 3. an additional screen to the current personnel window that generates the exact number of soldiers you have specified (i.e. you`ve increased to 6 soldiers - the screen shows you those 6 men) in a window where we currently have a list of your personnel. You can select specific soldiers and remove them from the list. Those removed will be instantly replaced by randomly generated ones.
  20. Buckshot and flechette would be difficult to implement. Slugs are already here and phosphorus... never heard of that type of shotgun ammo. I know about explosive ammo though. Anyway some kind of analogue to X-COM heavy cannon with various ammo types would be nice.
  21. I assume that this is related to an old 8.61 issue with destroyed vehicles always re-spawning at base. IIRC 8.62 has fixed this and perhaps that fix was a hard one that removes not only destroyed, but even damaged vehicles
  22. Yes, this is a good suggestion. Also there should be an option to get into the lab after viewing the xenopedia entry.
  23. I personally have no problem with background and scientist being obscured by the clipboard. First of all from the research screen i need information on current projects and easy access to project management - clipboard nearly a half of the screen in height will handle all necessary info good enough. And i wont regret having no small talk at all - having no impact on gameplay this is rather pointless to include into the game. In addition, after the first use it wont actually bring any atmosphere into the game and will be ignored.
  24. Hi. In 8.9 we no longer have footsteps sound while moving on roads. From the 8.61 version i`m getting sometimes units that fall out from the walls (example - a civilian is standing in front of the south door inside the building. Part of his body is obscured by the door, while the other falls out it into the street). In 8.9 when you kill a non-combatant alien is spawns two bodies (and tile becomes blue). In inventory there is a dead non-combatant and alive one. Building sprites. From 8.61 i`ve noticed that those are all resized when shown in the construction screen. A long hangar becomes flattened etc. Minor issue possibly well know about
  25. Some way to represent all the hazzards of dealing with alien and prototype technology. Lab incidents should kill some people and force the lab to shut down for some time. Some of the research projects should get a random set back. It can also destroy one of the items being researched forcing you to hunt that one once again Workshop incidents should be the same. It can also destroy some of the materials used in production. On the other hand - those quite nasty events could be balanced by adding some breakthroughs (geting a fixed amount of research points or some bonus to research speed). With workshop a good event can result in saving some of the materials, increasing speed of production for a while or just getting some fixed bonus to currently produced item. To further expand this idea other 'screens' can also get some events: Hangars/garrages can sustain some damage from badly placed missile or fire or any other related bad thingy. Vehicles could just get malfunctioning. Planes getting unscheduled maintainance works etc. As a good event you can get a faster repair/reload/refuel speed of currently attended vehicle/plane or getting an instant repair. Soldier\personel screen could have some medical/training related moments. For example a soldier suddenly getting thick and being transfered to medcenter for a day or two. Or some of the soldiers losing points due to not participating in missions (those who sit at base doing nothing). Good event could give us some minor random skill improvement, getting healed faster or even promotions. This is a huge thing to do and will probably fit Cris`s idea of 'thermometer' rather than a simple suggestion. I thing that having a random event directly touching you and your forces might be interesting. Your thoughs?
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