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  1. I like this, but I would make the Band of Brothers a medic skill giving the bonus to the med usage, but healing a bit better at the higher ranks.
  2. Day 168: In ground combat or Geoscape I get a CTD. I reloaded from the start of combat; in Geoscape and not engaging in ground combat. I've attached the last 3 log files and may manual save of the run up to the Geo crash, as well as the end turn before the crash after end turn. output.log output.log_1.97bafa22a3bb826eab9f825e7e2a7615 output.log_3.f593beb9a5c63806a8f8309c84d584f9 auto_groundcombat_turn_2_end-289.json user_working-57.json
  3. Night vision glasses and starlight scopes were infant technologies not supplied to troops on a group level during the cold war era. Grenade throwing is getting better...
  4. Sorry it took awhile to get back to this... I'm not against multiple bases, but I do prefer one main base with other, smaller, specialized bases for interceptors and ground troops scattered about. One game I've played had sensor towers you could put up to expand the grid without going broke. The main issue is economic. Building and operating even a small base with a combat group is expensive. Not just the construction costs, but the maintenance cost is a drain as well. I haven't seen any increase in funding from any region I stopped an lien operation. That is something that may be changed later, though.
  5. I don't have an issue with the weapons all being of the same type. The amount of additions to the game data is pretty large, even for minor differences. I would have gone with the M-14 or the AK line myself, being more accurate for the time line. Would be nice to have that small machine pistol back, though. Those gave the grenadier, heavy and sniper able to fire over watch with at least a light weapon with better damage than the 1911 they carry now,
  6. I appreciate this explanation, Chris, even if I disagree with some of it. The idea of putting a three-plane flight into a single hanger makes sense, and I suppose having to deal with the serious waste of space until that happens is just pain I have to live with. If I could put three planes in them now, so I don't have to waste the extra space and get nothing for it, would solve the issue I have with that. That way I would only need a single 2X2 at the start for the fighters instead of eating an extra four squares. (The each plane in a group of 3 can be launched individually, yes?) Why should a dropship take more space than a fighter? A rotary wing aircraft isn't really much wider than the wingspan of a fighter/interceptor. They don't really use any more space for maintenance crews and equipment than a regular aircraft either. But admittedly that is a bit of a nit-pick. Your last point, however, leads me to feel as if you are forcing me to expand to more than two additional bases long before mid-game. The primary base should be able to perform all functions at least until you secure the income needed to support the expansions that must eventually be completed. You need at least four hangers to have two interceptors (unless the three-aircraft capacity is usable now), the dropship and a construction hanger (to build the interceptors for the additional bases you need to build early to effectively challenge the early overwhelming panic caused in your (supposedly) supportive human governments. Add in the "advanced" detection system and you use 20 squares leaving 16 to provide for all needs in the primary base. Unless the squadron fits in the 2x2 hanger now, you are forced into specializing before you may have the resources to make it efficient. Forcing a game play style is never a good thing in strategy games in my opinion. @Alienkiller I have been playing strategy and tactical games since the 1960s. Beside board games and miniatures, once computers showed up; Civilization (original DOS version onward), the original X-Com series, and X1. A quarter of my screen is devoted to shortcuts for strategy & tactics games. (Admittedly, it is a fairly small screen. )
  7. Did I miss a memo again? The 2X2 is just to large for the scale of the base. A full 1/3 of your base is tied up in hanger at the start. Even adding one hanger will use just a bit under half the total space (16 of 36) After you build the aircraft in it, what do you do? This tendency to make base buildings 2X2 should go hand in hand with an extended floor plan (7X7, 8X8). Between the hanger up-size and the sensor tech building that is a 2X2, after building one of each you'll have to start ripping things out to add another level of either.
  8. I like the idea, as long as you can still assign single soldiers to a jump ship as well. When you return to base after a mission wounded troops are removed, and I may not want to switch an entire team out for one casualty. I don't necessarily want to replace the wounded soldier in the team, but a temporary replacement would be useful.
  9. I have different numbers, but, yeah. I have a few extra in the jumpship. In the ready room I start over from 3 to 8 for 6 extra slots.
  10. Went out to my first fight and took more than 50% stress on each soldier. Sat out the next crash while my new recruits arrived, and because I like money. Took the eight battle virgins out for the third crash site and defeated aliens. It was a longer fight and all eight of them took more than 70%. The first set, which had been resting for two crash site battles only recovered between 10 or 15% (not sure exactly because I didn't write it down). If any of my soldiers go on even a small UFO crash site -- or I get hit with a Terror Mission -- all of them would have more than 90 - 100% stress level. so... 1. I find the Stress concept very interesting: I never said I didn't. 2. I don't go on every mission; never have. As I said, I like money. 3. I know they can be used in an emergency; but if they are all out of action or I don't do crash recovery missions, I don't get the bits I need to upgrade equipment. I signed on to be a beta tester as well. The OP was my preliminary assessment of the current build. To simplify: The Stress system is an excellent way to keep players cycling troops through the active response team. Everyone gains experience which improves capabilities and makes it so when you lose an advanced soldier or two it doesn't pit all green soldiers against heavy and advanced aliens. I like that they need time for R&R for stress recovery. It gives them more realistic feel. I just think the numbers are off a bit. I am a veteran of the original of this game so I'm familiar with Goldhawk. But they improve things by us posting our comments about how things work and feel as part of the game play. It isn't the first time I've beta tested a game, but thanks for the explanation.
  11. Thanks for the quick reply. After my second Kill the Aliens picnic I now have 16 people, non of which will go another fight without the risk of maxing out their stress levels. The first group are only down to around 40, while the second group is up around 75 -- from a single fight. At this rate I may need 40 soldiers just to be able to cycle them out every battle. So you may have the numbers a bit... off?
  12. They were all in the jump ship. I looked at the number of suits were assigned and set my workshop producing an additional four since four people had the combat suit at the start. My usual role assignments at the start are: 2-Assault, 1 Infantry, 1 Grenadier, 1 Heavy, 2 Rifle, 1 Sniper. I change out one of the Infantry at the start (or whoever has the strength to carry the Launcher) the combat suit vanished from inventory. Since I had four suits to start, I expected to have four for immediate use. But it vanished. So I turned anyone not using a special weapon into Infantry and had three suits for the Assault and Infantry, and two more added in when I assigned the two Rifleman to Infantry -- a total of five suits. I assign people gear and roles when the aren't in the jumper to save time and organization issues later. I started my second deployment over because when I assigned someone to replace a wounded person the ended up with out a suit. So I'm one of those that find it a bit confusing. @Alienkiller The first five troops provide the main force while the last three are flank/reserve. Since any one of those could find themselves in the main force due to injuries or direction of alien contact, I want all my troops to be ready to take the brunt of the attack. This means putting everyone in at least the first level of better armor. The idea of NOT doing so is completely against any tactical doctrine I have ever seen. Without it, by the time the first Medium UFO shows up you can lose a man to one kills. @Chris On you recent comment: That might be it. But I still seemed to end up with an extra suit.
  13. First, love the new loading screen. Nice piece of artwork. I'm not sure if it's a feature or a bug, but since I noticed a message window I clicked through too fast to read (oops) I'll think of it as a feature for now: The first small UFO I shot down over the jungle vanished. It was small so I figured it was possible I just blew it up and scattered small enough pieces there was no point in looking for them. IMO it would actually be a pretty good touch to have a chance of losing the prize. I think the stress levels are a bit high. These soldiers are supposed to be the best the supporting regions can provide -- I would think that would mean SpecOps troops, or at least combat experienced. All of the team walked away with more than 50% stress levels and the fight wasn't that tough. Only one member was hit (the only one I forgot to put a Combat suit on, of course). I'm going to need a whole lot more troops if they take that much in a small fight -- they'll never go the distance.
  14. I've been a bit busy so didn't get a chance to send the file. 16.1 seems to have fixed the problem.
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