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RustyNayle

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RustyNayle last won the day on May 21 2018

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  • Biography
    Grew up with X-COM: UFO Defence, X:TFTD, and X:A, as well as other squad games like Fallout 1, 2 & Tactics. I have revisited the genre with UFO: Extraterrestrials, openXCOM, and now Xenonauts, and am also a big fan of the new ShadowRun games.
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    Tullamarine, Australia
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    Missions, Bible Study, Gaming
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    Teacher, Retail Manager

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  1. In the above thread, @drages suggested not only a different name for the game, but the force itself could be renamed. I honestly don't think it should be called Xe2. We have been referring to it as that in these discussions to differentiate it from Xe1, but if it's a reboot and not an actual sequel, then just calling it Xenonauts: [enter subtitle], with a different subtitle that reflects the new focus the devs are taking with this game compared to the first (like my example of "Xenonauts: Secret War") would be better. In that thread, @Sheepy even suggested something as simple as "Xenonauts 3D"
  2. Eh, it looked cool when he ran and knocked the door down, but then he was way too static. How easy would it be for someone behind cover to just shoot for his centre of mass or even aim at his head, he was only moving his arms moving around while standing completely still. 2/10
  3. The above thread already discussed the subtitle name for the game, I think @drages is saying that while the game might be called "Xenonauts: Secret War" (or something like that), the actual task force themselves should have a different name, in his opinion. So the secret organisation and its soldiers might be called something different. I don't think it's necessary, why change something that works.
  4. Yes, it might have been voted down or the devs just made an executive decision not to include it in their vanilla game, but if they can make it easy for modders to enable their own art / units that would be a good way for them to support those that do want multi tile units
  5. I would say if enough people are actually interested in this then maybe the devs could make it easy for a modder to code in these variables as editable in a simple menu screen for those that want to enable the mod, but it shouldn't be part of the vanilla game.
  6. I like a game with many option variables which can be checked or left unchecked to try out different game modes. A sandbox mode with no pressure to end, a dynamic one where everything is against you and there is a very limited window through which you should hit Endgame (not too fast as you have to find your enemy first and earth tech will be no good, but don't take too long as all the nations of Earth will eventually be dominated and hunting you as well), and some other modes in between due to different options being checked or not. Obviously, the ability for modders to tweak these further will be a big boon towards replayability.
  7. I think it's good if you're going to share certain abilities between field techs and soldiers, that the techs start with very high values in their chosen skills and even though soldiers can also advance to some extent in these skills they never get as good as a specialised tech at the same level. Vice versa, the techs can advance in their combat skills, but will never be as good as a specialised soldier at the same rank (although they will be better than a rookie soldier).
  8. I like plotting nodes on move path as well, allows soldiers to do a big move while passing several cover points without having to stop and start (especially if you're going to use @Ninothree's idea, which I think is great btw). Soldiers could have cones of varying size while moving at different speeds, but when they stop it returns to 360 degree. Or maybe there's an action you can click on that lets them scan (rather than right clicking a few times)?
  9. Civilian field scientist (former archaeologist / linguist) effectively wielding Beretta akimbo by the end of the first season of Stargate SG-1. End of argument He also gets pretty good at P90 and the Goa'uld weapons as well. He always pulls that funny face while doing it though, haha
  10. I think in the new XCOM that soldiers are aware of any enemy within visual range worked much better than having to turn and face at every corner like the original X-COM (and Xe1).
  11. Rather than call it "Xenonauts 2" since it is in fact a reboot, it could be "Xenonauts: From the Shadows", since this connotes the alien puppet masters working in the shadowS, and the Xenonauts themselves operating from the shadows rather than engaging in open war (initially).
  12. Maybe when researching a new weapon a prototype becomes available for use. The soldier that first succeeds in testing it by hitting or killing an alien with it will then get his name memorialised once the research is complete and the final report is produced. A random element would be if the prototypes are dangerous to use, and a soldier attempting to use it could suffer damage when it explodes or some other poor effect depending on what sort of tech was being researched, this would also be fun to include in the final mission report. Or, even if the random chance of something going bad doesn't produce a result, the scientist might remark, "We were very glad we fixed _____ problem before someone tried to fire it in burstfire, otherwise something very bad would have happened"
  13. This sounds fantastic! If Xe1 only used TU reserve due to its focus on being a spiritual successor to X-COM, why not flex your creativity and do something new with Xe2? I really hope the beta community supports it if it works well in practice.
  14. Raiding organisations and selling psyclone was a great fund-raising tool in X-COM Apocalypse. Even the Cult of Sirius raid loot would contain some, you didn't even have to target the crims directly.
  15. Oh, a rocket to the face from a cultist was a very real possibility. They did get other alien tech later on, too.
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