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Okim

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Posts posted by Okim

  1. Hmm. Is it only me who sees this guy http://www.listal.com/list/mr-scientist in your research leader? :)

    IMHO a sub-folder (or how is it called?) type menu looks more fitting here: http://www.okim.nickersonm.com/rscreen.jpg

    Agree with AD. Chit/chat indeed requires some representation like in comic books - the art you`ve made is just awesome and combined with chit/chat text bubles might be looking even greater).

  2. Just few my thoughts... Not pressing on anyone - i`ll like whatever choice you devs will make ;)

    1. I like the top-down variant. Isometric one looks preatier, but do not match the current representation of air combat. But if we will have textured sprites in air combat some day - those would fit perfect :)

    2. If i doesn`t matter wheather UFO is an escort or main - perhaps its better to exclude their 'roles' and leave only types/names? Might be less confusing IMO. Or does only main UFO create a crash site?

    3. Ammo should be split on homming/directional if possible. Currently having no missiles negatively impacts on combat odds.

  3. I totally agree with this idea! Honestly i was thinking to mod those as soon as it is possible to do so :)

    While most of our (Russian) weapons in 79 were using wooden stocks/handles - new plastic variants were about to enter production. It is possible to assume that Soviets supplied the most advanced rifles/prototypes to the xenonauts.

    AK-74. Looks different from current m16 rifle used in Xenonauts though: http://world.guns.ru/assault/rus/ak-74-e.html

    SVD. Also a greatly different weapon compared to G3S: http://world.guns.ru/sniper/sniper-rifles/rus/dragunov-svd-e.html

    RPG and current rocket launcher are almost similar: http://world.guns.ru/grenade/rus/rpg-7-e.html

    A shotgun analogue can be an early KS-23. However i assume that Soviet analogue to shotgun is not that necessary: http://world.guns.ru/shotgun/rus/ks-23-e.html

    Only PKM (as analogue to M240 used in Xenonauts) never had plastic stock, but wooden stock of PKM would be hidden under the arm/shoulder of the soldier in xenonauts. M240 and PKM look quite similar: http://world.guns.ru/machine/rus/kalashnikov-pk-pkm-e.html

  4. Aliens could have missions designed to worsen the global situation, as well.

    XCOM has infiltration missions where aliens send out hybrid agents to get into high ranks of human sosiety. In XCOM this is a great danger as a number of such successful missions could end in country stopping funding XCOM project by signing a secret pact with aliens.

    In Xenonauts this may result in local wars/conflicts that may include such penalties as airspace being shut off (a chance to get shot down by local forces), reduced funding due to finances being put into the war or even withdrawal from the xenonauts project at all. It can also include a purely cosmetic penalty of no longer getting soldiers of warring countries due to their required presence in local war :)

  5. 1. Now it costs per soldier. This means that you wont be able to mass-produce experienced troopers after paying one-time cost of building.

    2. Saves space on base and reduces required manipulations. Thus saves player`s time and makes it less irritating.

    3. A a room with a projector can`t train a soldier with all required skills, you know :) Assume that soldier is being sent to elite training centers equipped with everything required to improve his skills.

    BTW, can we have a random increase per skill after completing training course/getting a promotion? +2 to all does not sound that well. 1-3 would be much more interesting, introducing variety and randomness.

  6. A question on tile sets.

    XCOM had 7 tile sets (not counting bases):

    1. farmland

    2. city

    3. woodland

    4. jungle

    5. desert

    6. mountain

    7. arctic

    Will Xenonauts follow the same way? I`m most interested in woodland/jungle sets as those were specifically enjoyable especially when dealing with mutons (who blended with the landscape so darn pretty) and chrysalids (who`s appearance in jungle was just very atmospheric and terrifying).

    Also desert set is supposed to be dull and... well, deserted :) Few sub-maps with cactuses of various combinations/sizes and density, lots of sandy sets with just nothing but sand on it, few hills - this is all that desert actually needs. Spice those with various snake/scorpion/brushes/cactus/holes tiles and rare skeletons - and you`ll get an enjoyable map. Put an oasis 15x15/20x20 in size with various palm-trees and other oasis growth to appear on some desert maps if you feel sand-only maps to be very dull. A small group of adobes or perhaps some desert-man camps could also fit well, but only if used as rare as oasis. Seeing those too frequent will break the filling of the desert IMO.

  7. Hmm. Never had this, but this sounds interesting actually. This is the only game that comes to a mind 'having' several simultaneous combats running.

    I wonder how this issue was planned to be resolved? I assume that it should set the other squadron on tailing while you are in air combat. Perhaps due to the rarity of such situations and difficulties to reproduce it - it might have been overlooked.

  8. Hi.

    1. In 8.21 i was able to salvage and research plasma pistol. Now all my enemies start with plasma rifles which i can`t research without first researching the pistol.

    I`ve played for a month hunting for the pistol, but didn`t get it (all aliens with pistols i`ve encountered were androns actually carrying plasma rifles).

    2. after researching alien alloys fabrication i though i would get a laser weapons reseach. Do i have to research plasma pistol to get the laser? Or laser aren`t yet in the game?

  9. Had the same difficulties with breaching UFO until i figured out that Ferret equipped with missiles is the best way to deal with those aliens hidden inside.

    Usually i use this order:

    turn1:

    1. position a Ferret in front of a door

    2. get a man with a shotgun to the door

    turn2:

    1. open the door by right-clicking on it, if there is an alien looking at you - kill him with 1-2 shots from shotgun (aliens do not react to opening doors for some reason).

    2. wait until next turn

    turn3:

    1. move you soldier to safiety

    2. fire two missiles inside the UFO. Usually this is enough to kill everything inside. If not - fire another one next turn.

    I once managed to kill an alien inside the building by shooting right in front of it at the building. I don`t know if he was killed through the wall or hit through the window (that he was a bit far away from). Need to test if you can hit aliens inside the UFO by bombarding it from the outside.

    BTW, never use explosives or bursts in the round room :)

  10. Hi.

    I`d like to suggest an 'ALT' key line of fire that will help you see how your optimal shot will travel and what obstacles lie in its way. Obstacles can be represented by coloring the rest of the line darker after passing the obstacle. The same could be used for grenades.

    It was a nice feature in UFO 2000 and i do remember seeing such LoF option in some other games.

    Sorry if this was already suggested/discussed :o

  11. In XCOM/TFTD the base defence briffing told you that all personel was evacuated and your soldiers are left alone to fend the invaders. In Apoc you had to control that annoying herd of white coats and manually put them in any danm hole (toilets worked the best here) you can to avoid being killed. While that was fun from time to time - in the majority it was just a hell as annoying.

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