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Steelpoint

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Everything posted by Steelpoint

  1. Just a minor inquiry, I noticed in a recent patch that the Xenopedia art for the Mig-32 was changed from this. To this. Because of that will we be seeing some updated Xenopedia art assets for the other two starting aircraft, the Condor and Chinook, or is this just a change to the Mig to maintain a similar style the the art used for the Mig in the Hanger view?
  2. You know, I think this problem felt more apparent during an Alien Base Assault. Simply put the Alien Base is littered with floor Lighting, however the light given was very little in my opinion and resulted in most of the base appearing compleatly dark with the exception of the few lights and consoles. Unless the design direction of the Alien Bases is mostly pitch black I feel that this is something to look at.
  3. As Sathra says. Someone will heal from that Plasma Burn much quicker in a Medical Center rather than twitching on their bed for the better part of the month.
  4. Ahh, good to know, at least that explains that. I wonder if it is possible to hint to the player that there may be more than one Power Generator, maybe a hint that there are multiple power signatures being detected.
  5. My longest run on this version was near the end of December, while technically I got to February by then I ran out of money, soldiers and fighters to do anything. I was doing quite well until I found an Alien Base in the US, one botched mission involving my best soldier being one shot by some plasma cannon through several walls and a bunch of Aliens that camped a single hallway while cutting down my soldiers sent everything down hill. I could simply not afford to manufacture the newest Jet Fighter I had researched and the loss of most of my good soldiers meant I could do nothing but watch as the world went dark. Good run in my opinion, one thing that irked me was that when I was retreating from the Alien Base with my last three soliders, I destroyed the Alien Power Core but that did not destroy the base.
  6. At its most basic it could simply record what the killing blow was and display that below the Soldiers portrait.
  7. This reason is why I enjoy the ease of use in altering values to the game, so people can change small asethitec things to their liking, such as the ratio of Female soldiers they get.
  8. I loath Alien Bases, I can see they need a lot more work until they are up to a good standard. Let me recall what occurred during an assault. 1. Unable to see enemies in plain sight. 2. Sometimes I can't shoot enemies unless I move someone closer to the Alien in question. 3. One of my good soldiers will killed by a Heavy Plasma shot by an Alien many rooms away and several walls inbetween at the start of the mission. 4. Constantly getting burst firing Aliens shooting at me from far away areas of the base. 5. Every turn I hear alien trying to shoot my people but hitting a wall. 6. The doors often jam and don't let me through, necessitating an explosive solution. 7. Many rooms and corridors end suddenly with no door or anything to see.
  9. Correct me if I am wrong but was the Alien Containment removed from the game? I know that I can capture Aliens and do what needs to be done on them since I have done exactly that from my playthrough without construction and Alien Containment cells.
  10. Well, according to the Lore the only survivors where the officers at the command post and the wounded pulled back from the fighting. As much as I dislike forcing actions for the player to do, we could have a sequence where one of their soldiers is wounded and is pulled back, probably before they enter the UFO. So when the nuke does go off there will be one survivor, which can lead into the post mission debriefing.
  11. The tutorial would be separate from the main campaign since there is almost a 30 year difference between the Iceland Incident and the start of the Alien Invasion. Thanks for the links, I guess I missed them when I was searching for other threads on this matter.
  12. Some quick ideas. Grenade Arc Trajectory - Make it so when you are aiming a grenade you can see the trajectory it will take assuming it is an accurate throw, will allow a player to decide the risk in throwing form that range and if it might hit anything. Better Cover Protection Indication - I suggested this earlier, but I feel having a sort of whiteish circle surrounding a soldier to show what directions the soldier will be protected from incoming fire. Universal Reserved AP - Have it so I can set a certain reserved AP setting as a universal one to all of my soldiers, so I don't have to go through each solider individually. This can be a separate button or function so you can still set individual soldiers reserved AP.
  13. Now bear with me here. Introducing new players to a game such as Xenoanuts can be difficulty, and a new player may be overwhelmed initially when they start a new game. One of the criticisms of the original XCOM was its lack of player direction and I know from personal experience that I had no idea what to do when I started playing the original XCOM. Say what you will about the new XCOM game by Firaxis, but I feel they introduced their concepts relatively well. My only complaint being you can't skip the "intro" cut scenes when you talk to the heads of different departments. So how do we create a tutorial for Xenonauts that is better than some popups saying "This is where you hire personal"? We create a tutorial surrounding the first encounter between Humanity and the Aliens, the Iceland Incident. This can achieve a few things. 1. Allow players to not be forced to play a tutorial. 2. Introduce the player to many concepts in a controlled environment. 3. Better show off the games lore. The Tutorial could also have the player take control of the squad of soldiers in the novella Crimson Dagger, since this would allow players to fight on the surface and in the UFO. Very little aesthetically would have to be changed, the Basic Armour art is very representative of the uniform worn by US/NATO soldiers back in the late 50's, the gun model does not have to be changed significantly with only the Inventory art having to be changed to reflect the older style weapons if we want to maintain historical consistency. Here is how the basic Tutorial would play out. ------------------------------------------------------------------------ Introduction to Base Managment (Player would be in control of a US/NATO base in Europe. Introduction to Radar (Base would pick up UFO) Introduction to Air Combat (Player would take control of the first Interceptors against the UFO, lose horribly) Introduction to Ground Combat (Player would launch a transport unit, could be a cargo plane, to the crash sight of the UFO) Learn basics of Ground Combat (Show the player moving from the base camp to the frontline) UFO entrance (Player entering the UFO) Mission Over (Nuke would go off and end the mission, and finish the tutorial) ------------------------------------------------------------------------ The only disadvantages I can think off with this tutorial would be the loss of development time to create it, and that it may remove some of the mystique of the some of the Aliens since you have already fought them before, albeit with weaker weapons and equipment. Thanks for reading, and please leave your thoughts.
  14. As noted by Veneke if you play initially in North America your selection of maps is mostly limited to one or two maps. Set your base up in Asia or Europe and you will get a greater variety of maps to play. Also as you have discovered you should always build a Medical Clinic in your base since it massively reduced you soldiers recovery times from a month to a few days. About the three people you see in the first screen, I would assume the reason why they are low ranked is because they are subordinate to you, the commander of the Xenonauts.
  15. Before people launch into an argument I'll simply tell you how to change it so you will only get Male Soldiers. Go to your Xenonauts folder (Where it is installed) and go into assets. C:\Program Files\Steam\SteamApps\common\Xenonauts\assets Go down until you find the XML document file called "gameconfig". Now go through the list and near the top you will find a field called "SOLDIER GENERATION VALUABLES", look for the field in that field that says femaleSoldierChance and change the value from 40 to 0. Now you should only get Male soldiers.
  16. The way the current system is set up is that most mid to late game missions tend to feature two or more Alien species during a mission as each main specie (Ceasan, Sebillian, Andron) has at least one sub specie that is attached to it. The only missions where you are against only one Alien specie are the early game missions, and I feel this makes sense as it does not overload a new player with too many Aliens and gives a chance for the game to introduce the three main Alien species.
  17. I tend to remember how they died, but I feel having more detailed information on at least what killed them would be a nice feature.
  18. The crew compliment is set based on the mission it is undertaking, for example a Landing Ship that is shot down will have a different crew compliment than the same ship participating in a Terror Mission. So I would assume that setting different values would not be hard.
  19. When I finish a mission I like to look over my squad and see what changes to their stats and medals they got, as well as check the wounded and dead. One thing I personally would love to see is more detailed wounded and dead soldier information given post mission, as well as later on when you want to review wounded data from earlier missions. A quick example would be showing how a person died, so you would say they took 3 plasma pistol shots to their body and a plasma gun finished them off. Or that a wounded soldier took a plasma rifle shot to the chest but survived. This could have several uses, one being allowing players to see how much damage a alien weapon can deal and act to it accordingly, and establish an average damage per shot for a weapon to determine how many shots kill a soldier on average based on their Armour. Another allowing you to gloat over how your soldier took multiple plasma rounds to their person and still pull through.
  20. Here are some Ideas I came up with. EXTENDED TRAINING This would be a second stage of training you can send rookie solders to, this one will increase their stats even more as well as their rank. However at the cost that they will be unavailable for some time and that it will cost you money to send them to this training. Say between $10,000 to $50,000 a soldier. This will mean you can get a Rookie up to a good standard at the cost of a lot of money and time. RAISE LOWER SKILL LIMIT As the game progresses make it that the stat points given to rookie soldiers increases, this would be a passive method that would not create highly skilled soldiers from the get go but would make new soldiers somewhat more useful against the more advance Aliens. BIOLOGICAL IMPLANT Allow the player to research and build an implant building that would allow you to implant biological improvements to soldiers, this could be further specialized by allowing you to implant special implants that are tailor to a specific play style, so a Sniper could get a implant that improves their Aim at Range for example. However at the risk that the implant could fail and kill the soldier during the implant process. A sad way to lose your high ranked Commander. ELITE SOLDIER RECRUITMENT INCENTIVES If the player does well enough for a region block, or wins a Terror Mission, then that nation might donate a relativity good solider to the Xenonauts. This soldier would not be a high ranked and tired unit but would still be a useful addition and add another incentive to help a nation block aside from funding and hoping they won't mousy up with the Aliens.
  21. One thing I find annoying is not knowing if my soldier will be fully protected in cover, and what directions the soldier will be protected while in cover. It would be nice if when you mouse over or select a soldier in cover you see a, for example, white circle surrounding the solider in the directions that he will be protected in.
  22. Excellent work, I have always wanted to see some emphasis on the different Alien ranks.
  23. For reference the three main species in the game are the Ceasan's, Sebillian's and Andron's. All the other alien races are attached to these three species including the Praetors. Each three main species has a few select sub species that are sometimes attached to them, however you should never see any of the three main species together. As Gauddlike says, there should be more overlapping Alien species on ships. I think this could be coordinated by the Alien UFO mission type, for example a Landing Ship on a Terror Misson that is shot down could have mostly Andron's with some Ceasan's alongside them, mostly non-combatants since they would mostly be the technicians.
  24. I would say the report should say that while they are incapable of verbal communication they can make basic grunting noises when subjected to pain or other extreme physical conditions.
  25. The cover system is still in game, though It seems that the Cover Icon was removed in a recent patch.
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