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ooey

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ooey last won the day on May 12

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About ooey

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  • Biography
    Ooey E.P.E they acted Oliver that night (decipher that(!))
  • Location
    London
  • Interests
    programming/Arsenal FC/turn-based strategy games/military & F1
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    Software Engineer

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  1. The original Xenonauts was not released when it was ready. Rather it was released nearly ready, but that was good enough. Refinements were made after the official release which brought it up to scratch. It was released in a near-ready state, and was polished after release. That's the method I favour. I suppose it depends on the development path that's taken. For a game like this, you could release it in a 3/4 finished state if you go about it the right way (i.e. if the end-game isn't quite finished, it will take time for players to get there, so why not do so?). It's all immaterial now anyway, considering Chris is deciding to release around feb. Factoring in the plandemic the team have actually done rather well. I envisage tweaking right up until christmas 2021 if the original is anything to go by, and that's fine with me too. It worked for Xenonauts, so it's a proven method of doing things. Personally, I don't think Chris and the team will stop tweaking things until they are virtually perfect. Our Chris seems to be a bit of a perfectionist :-). You do make a good point about initial reviews though. Those of us that were here from the start of Xenonauts KNOW Chris and the team will make a good job of Xen2 by his track record. He delivered. For those that are thinking of buying for the first time, yep - game-breaking bugs look very bad. The only minor bug I have come across on playing was getting a jetpac man stuck behind a Carrier (he couldn't move out from the prongs) which was rectified using the game editor; that's pretty good seeing as I've played about 300 hours of Xenonauts!
  2. Ah it all looks good at the minute Chris. I remember that with xen 1 you actually listened to the fanbase and incorporated many of their ideas into the game (something the larger companies can't or just refuse to do). So I don't think anyone new to the way you do things at Goldhawk has anything to fear. Xen1 turned out to surpass UFO Enemy Unknown anyway, and that was some feat.
  3. That was a big problem in xen 1. They would hide on the bridge of the big ships and you'd never get near them. They could Psi you even if you weren't in an aliens field of vision. I always felt that was very unfair.
  4. See, I never think of a flying eye as a cliche! To me it represents reconnaissance/scouting (the mark 1 "eyeball" as pilots say). I suppose you could call the little disc in xen 1 a rece unit, but it also had a weapon.
  5. I suppose you could have random bonuses appear each turn for both sides such as "one particular unit gets a surge of adrenaline" which adds 20% to their action points etc. This sort of thing should be infrequent though. I'm all for randomness on certain occasions - so much so that I'm building a lot of it into my game. Randomness = surprise, and I have to say that I love the fact that Chris and the team have made the tactical map generator truly random (this should add a lot to the gameplay). Not sure about cool aliens though, more weird aliens would suit better (since we associate aliens with weirdness). What are you thinking about, aliens wearing shades?! Perhaps an alien with a built in weapon would offer something a little different (then you couldn't harvest that weapon for use). There isn't really an alien rece unit in x1, which is why I would go for a flying eye (with great speed but no weaponry). Like I said somewhere else, these would be the eyes of those psi aliens hidden in alien bridges, as I think it's unfair that they can mind control your troops even though they have no line of sight through a comrade.
  6. Sure does. Well, it looks like a post Christmas release date then. Considering all that's gone on in the world, that's a pretty good result. I somehow don't think people will be willing to wait for a Christmas 2021 release though (will there be anything left of the world by then?!).
  7. Yes. I don't know how many Chris has got from kickstarter, but I spread the word by mouth myself. That is actually probably the most effective (and cheapest!) way to advertise. There are, of course, all those fans of X1 that want more and have stayed.
  8. I think most us have factored in for the crisis we've been through and have added on 4 months development time grace . I'm sure it will be great when Chris says it's officially finished!
  9. I think that you should be able to stun the civs and put them to sleep so they can be carried out of harms way. In X1, firing gas at them seemed to count as killing them! It might be good to have them holed up somewhere like a classroom, which you will then have to defend to save them. You can stop them running away by placing a man at the door. Civs are a nuisance aren't they?! They seem to run around like crazed sheep. Perhaps if they headed for the transport if in their vision more could be saved. It would be the logical thing for them to do in such a situation (rather than running into the arms of an alien).
  10. Erh I have news for you. Things are not looking too good in the UK either, or the West as a whole really. But that's just my opinion. Stay put - you have more places to hide in the US :-)
  11. I, like many others, am grateful for the beta testers because I'm doing the same thing I did with X1, which was to expose myself to x2 as little as possible because I want to be surprised and not have any spoilers for when it finally comes out so I can really enjoy it. The problem with that though is that if everyone did that, x2 would probably be full of bugs etc. so it's really a big compromise for those that do it. That said, those that do so have a certain degree of input to what the final game is going to look and play like, and I bet that gives some satisfaction too. So thank you. Your efforts are appreciated!
  12. I did want to add some further options to this poll but it looks like I can't. The general consensus seems to by that everything major will be finished by around Christmas. I'm encouraged to see that everyone that has voted so far just seems to want GoldHawk to make a good job of it by giving them the time they need. There must be some of us that can't wait though!
  13. May I just add a flying "eye" type alien?! I know it's a cliche but they look weird. They can be enemy scouts that work with Psi aliens mainly that don't carry weapons but get 'in your face' so you are susceptible to psi attacks. I liked the weirdness of the original XCom: Enemy Unknown. What a great company Microprose were. There are lots of good ideas in this thread actually.
  14. Yes. Maybe a captured alien gets loose in your base and you have to hunt it down - something like that. It would certainly mean that base maps will be seen more, and it could add an alienesque feel to things. Of course if you had plenty of troopers in your base it would be a low risk scenario, but it may also give you more of an opportunity to use melee/stun weapons to put it back into isolation if you are studying it rather than having to kill it. Just food for thought though, as many may not find hunting down a single (unarmed) alien challenging enough. Though what if it was a Psi-ops alien or a tough Sebillian?
  15. Talking about things being a bit 'dark', what about a stage where any captured aliens that aren't useful for study being used instead for target practice for your squaddies?! You release them into the environment without any weapons and your squaddies get to hunt them down . It might be a fun thing to do if things are going south in the main game!
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