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ooey

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ooey last won the day on May 12

ooey had the most liked content!

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About ooey

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    Sergeant

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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
  • Occupation
    Software Engineer

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  1. 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.
  2. 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!
  3. 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).
  4. 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 :-)
  5. 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!
  6. 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!
  7. 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.
  8. 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?
  9. 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!
  10. Are you sure that wasn't just a programming error? Sure sounds like one! There was a bug where even if you started at superhuman level it actually started you at basic cadet level or something.
  11. I just think the gaining of special items that can't be got at by any other means is a nice idea (see Xeroxth's post at the top of the page). If you want them you have to go the extra mile for them and perhaps do missions that you don't really want to do because they are tougher. It's a risk/reward thing. Perhaps they could be in a store room in a UFO or an alien base so that if you do have to retreat then at least you do so by gaining something positive out of the mission that you wouldn't get out of a less dangerous one. With regard to 'for construction', well that's a nice idea too - but it's less clear-cut than the above.
  12. Would these be something like "special powers" that can't be got any other way? If so I think that would work very well. I like the idea of the mind-jogger. I remember that in Rebelstar on the ZX Spectrum (showing my age again here) if you took a coffee card to a machine and got a cup of coffee and used it it acted like a combat stimulant! In fact I can see good tactical uses for all those things you have mentioned. You've thought that through very well. I find jetpacks rather useless since you can't fire whilst hovering, so the Air Stabilizer is also a good idea.
  13. This is the kind of thing that makes perfect sense! I remember a while back we were talking about doing so well that base defence missions would become unnecessary (thus their maps are not seen much, resulting in reduced gameplay variety). I would always avoid attacking a landed UFO if I could, because I knew it would have its full complement of Aliens. The risk of gaining more intact items just wasn't worth it. In solvers comment you have the solution to this. To ensure that you want to play Base defence missions for instance, perhaps the aliens bring along something rare and valuable with them that you can't get any other way. If you win, you get it (perhaps a powerful tank that shuts down if all the aliens are killed, or a "ticking" megabomb tank that is designed to blow up the whole base if the aliens win, that you can use on a mission to blow up a landed ufo if you need to abort the mission so it can't carry out its mission). Sometimes talking about one thing brings possible solutions to others!
  14. I like it! Anything thad adds complexity is a good thing.
  15. ooey

    Mind war is overpowered

    Good point. It probably needs toning down a bit too, since those psi-aliens on the bridge will have nothing to do except mind war a trooper one of their comrades can see. The defensive bonus for leftover TVs is a good thing too. It CAN feel very overpowered at times. I'm basing this on what happened in Xen1 of course. The severity of the psi-power should really be based on range from the Psi alien to the trooper too (the closer they are the more chance of being under alien control rather than just disillusioned etc.). If your soldier is under alien control, he should never stay under it indefinitely and be "lost for good" like the original UFO, but I don't think that was the case in Xenonauts anyway (i.e. it should be a temporary thing).
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