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Lohengramm

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Posts posted by Lohengramm

  1. I did a forum search and found this:

    http://www.goldhawkinteractive.com/forums/showthread.php/10011-Opening-door-should-trigger-reaction-fire/page8?highlight=mutual+surprise

    In which it seems Ilunak is in favor of allowing aliens reaction fire when you open doors, but Chris is indicating that is not how Xenonauts vanilla was meant to work, favoring the classic XCOM mutual surprise rule?

    Is this something X:CE changed? Because when I opened an alien ship door with my shield man, he got blown away immediately by a Caesan with a rifle standing on the other side of it.

    Or did Chris change his mind and make the basic game behave like this too?

    This is pretty important to know.

  2. I did a forum search and found this:

    http://www.goldhawkinteractive.com/forums/showthread.php/10011-Opening-door-should-trigger-reaction-fire/page8?highlight=mutual+surprise

    In which it seems Ilunak is in favor of allowing aliens reaction fire when you open doors, but Chris is indicating that is not how Xenonauts vanilla was meant to work, favoring the classic XCOM mutual surprise rule?

    Is this something X:CE changed? Because when I opened an alien ship door with my shield man, he got blown away immediately by a Caesan with a rifle standing on the other side of it.

    Or did Chris change his mind and make the basic game behave like this too?

    This is pretty important to know.

  3. Kabill's post is indeed excellent. It captures the necessity of making soldiers survive multiple missions to improve, and incurs a real cost when one of these veteran soldiers finally dies, taking their hard earned perks with them.

    Some, like resisting X psionic attacks, would need to be tuned pretty generously since depending on how psi res works there would either not be many chances to practice it, or a soldier's basic resistance might be so low it is never a reasonable expectation that a resist would happen. I suppose that could be controlled for by giving every human a standard psi resist % and letting RNG determine which of your soldiers became tough nuts to crack after exposed :)

    PS: again Chris and I are of the same mind :| Maybe we are mind melded? Strength can go die in a fire.

  4. Would it be possible to do something to make Strength training less micro-intensive?

    The way it works now is a no-brainer, just load everyone up to max weight before every mission. It isn't a decision point, just something you need to micro-manage constantly since Strength values change constantly (if you're doing your busywork correctly).

    Wouldn't it be preferable to have a Strength training system that didn't require this busywork between missions?

    For example, it could be as easy as lowering the training requirement to 50% of your weight capacity (from 90% presently, I think?). Just to keep SOME requirement in place, for appearances :P Then you don't need to worry about being sure your packs are full constantly after each mission. I don't honestly think this is ideal either, however, since new players still won't know when equipping their team that this is something they should always be doing.

    Training other stats is more obvious / automatic / doesn't require any work outside ground combat mode, so this stands out for that reason as well. It already trains exactly the same way TU does afaik, with just an additional micro requirement between missions? Since we're already half way there, why not just go whole hog? Make Strength improvements follow the TU formula to the letter and forget about any extra requirements, since those extra requirements = pointless, boring, micro busywork with no value added?

    Strength in particular was a fairly useless stat that I favour removing entirely, and both Bravery and Reflexes need a rework to get up to the importance of HP / TU / Accuracy.

    Wow. From the man himself. Is this something that could be done in X:CE or would that require a ton of work to not break the game? :P

  5. This thread will contain spoilers for the equipment in Xenonauts 1, so if you've not played the game through it might be best not to read it!

    In Xenonauts 2 we want to get rid of the linear tech progression - i.e. a laser rifle was just a ballistic rifle that did more damage, and you always had to research laser weapons before you could research plasma weapons.

    We're going to do this using the concept of "development": once you research a particular piece of equipment, you can spend additional research time on it to improve it further. The very first laser weapons you unlock might do plenty of damage but be heavy, inaccurate and have very small batteries.

    However, there might be half a dozen additional "development" research projects that would improve their stats and functionality in a particular way. Researching them would immediately upgrade all existing examples of that technology. Further into the game, new "development" projects may become available for existing gear as you research a new piece of alien technology.

    This sounds a lot like Foundry projects in XCOM 2012 to me, which I thought were a great supplemental source of adding on cool new features to existing tech. It was great being able to upgrade all your pistols, or your MEC units melee damage, or their flame throwers, etc... without having to dedicate entire Research team projects to it.

    You could make Developments extra cool by having different sources prompting their availability. Like say a Medkit auto-injector Development could come from capturing a live Sebellian and being able to experiment (torture) them and see how their enhanced healing works under laboratory conditions. Using this, you improve your own Medkits to react like the Sebellian's regenerative systems, able to bring a downed soldier back to consciousness (I was reading your revised Sebellians post) and eventually fully healed (though they would die for real with enough negative HP as they do now). The medkit would have an "ammo" limit of course to keep your troop from being able to tank a few hits at a time effectively infinitely, and the soldier would still need to rest and undergo detoxification relative to the amount of injector used as our bodies are not adapted to this method of rapid healing :)

  6. I noticed man-portable Rockets do, and C4 charges do not (well, a single C4 charge did not).

    Is it possible for 2x C4 charges to break a UFO door?

    Do Scout Car Rockets break them?

    I don't know how terrain damage works, do you need to break a damage threshold in 1 attempt, or does the game record damage done to terrain and let you break down wall with multiple applications of lighter damage?

  7. 3D Art Style: The image posted above is NOT our final art style. Our biggest concern regarding Xenonauts 2 is whether we can create a workable 3D art style - this not only has to look good in 3D but ideally will also reference the 2D sprite style of Xenonauts 1.

    The image shows the sort of quality we think we can reasonably generate in a mission using a standard realistic art style (admittedly we're cheating a bit with the placement of some of the wooden pallets). We've deliberately recreated some assets from Xenonauts 1 to allow us to test and compare it more effectively.

    Now we have some decent-quality assets in the engine, we're going to run some tests over the next few weeks on how we can try to make the art style look a bit more 2D and hand-painted. A very important element of this could be creating an outline shader for the game that adds a thin black outline to all of the objects; this was actually something we used extensively in Xenonauts 1 and it played a large part in making props and units "pop" from the background. Unfortunately it's much harder to do in 3D than it is in 2D, but we'll spend some time on it and see if we can make it work.

    Oh wow Chris, I'm so glad to hear you say all this. When I heard Xenonauts 2 would be full 3D I thought "but but but the beautiful art work!!!". The clean lines that make your spacecraft POP are just fantastic. I'm no art critic, but I think Xenonauts 1 is a gorgeous game and somehow less "cartoony" than XCOM 2012 despite being literal drawings.

    You've won me over :) Where do I pre-order (again)?

  8. I'm new to Xenonauts in general and jumped right into X:CE instead of playing vanilla.

    I was looking over the included mod list and it doesn't seem like it does much to alter how air combat / strategic mode works fundamentally, though I'm not sure what the balancing portion might be doing in that regard.

    It seems in the game I was playing recently that distributing bases to conduct air combat operations is VERY important and you should start doing this as early as possible. It seems like having 2 ground combat ready bases is actually a waste of resources compared to increasing your global air coverage in the early game.

    Is this true? Is it specific to X:CE or just how Xenonauts plays in general? I'm used to standard XCOM where you don't need more than a handful of interceptor craft to save the world :)

  9. Hi all.

    I'm in month 3 while playing X:CE and I noticed my initial strategy of building a 2nd fully operational combat base (with troops, medical, chopper) is not panning out, even in Normal. I'm still losing funding even North America, where I stood up this second base and have shot down and recovered a Corvette among other things! What is especially annoying, though, is that incoming Corvettes and Scouts seem to be skirting the edge of my Condor's fuel limits entirely on purpose so that I can't actually shoot them down before they run away and my interceptors have to go refuel.

    I don't doubt I can recover from what is happening eventually and pull out a win in the end, but, I do feel like I approached Xenonauts incorrectly. I'm not sure if this is because I'm in Community Edition or if basic Xenonauts is behind this strategy shift, though.

    The correct approach to saving the world in Xenonauts seems to actually be more about having 1 "main" base in the early game that you fly ground missions out of, and 3+ satellite bases that exist solely to shoot down alien craft in order to protect your funding / provide more income from air striking all the extra crashes. I'm imagining this leads to the xenos eventually attempting to destroy your otherwise defenseless satellite bases, since you're frustrating all their air operations, but I'm also imagining I have a few months to stand up soldiers and equipment in these satellite bases before that happens.

    So if I was going to start over, instead of opening up a 2nd full interception & ground operation base in North America at the start of month 2... I should have opened up a base in North and South America, dedicated to 2 Condors and 1 Foxtrot (eventually, for Corvettes and beyond). Then my funding in that hemisphere would be well protected and I could milk air strikes to pay for the bases themselves. My initial base in Europe could then continue to be my main R&D and manufacturing location while also serving to train up my first batch of troops. Eventually I could start to ship trained troops and their gear around the world and step up ground operations to increase my alien materials and cash intake further and further. Hopefully before base raids start being a thing :)

    Oh and, it seems to me that because radars are so expensive, it would also make more sense to build a 2nd base than to build 2 extra radars (400k!) ASAP in your initial location.

    Does this sound like a better approach to the strategic game than what I did?

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