Jump to content

Dagar

Members
  • Content count

    193
  • Joined

  • Last visited

  • Days Won

    12

Dagar last won the day on August 20

Dagar had the most liked content!

Community Reputation

47 Excellent

1 Follower

About Dagar

  • Rank
    Sergeant
  1. I thought about something like this for Xenonauts for the past months as well (I am not sure if I even made a post about that somewhere). I come more from a Darkest Dungeon standpoint, a game where you essentially are a monster of a human being, taking in fresh adventurers, getting most of them killed or firing them after they have so many traumas that they are useless to your mission, only investing in those really worth it in terms of equipment and therapy. I would really like this in the context of Xenonauts as a resistance force against an overwhelming enemy (not in the sense of FiraXCOM 2's popcorn action cinema resistance). If you have the possibilities, you want to put your seasoned soldiers who are not really up for the front lines any more into some white collar position. If not, you'd let them go get killed in some other organization. Or, you know, see to that yourself in some way. So I am talking about the psychologic side of the effect of violence on humans. Your arm got rendered useless by a Xenomorph's acid blood, which is bad for your combat performance, yeah, but also the trauma of the situation got you into a drinking habit mixed with morphine abuse just so you can get some sleep at night. You got violent when your CO demanded you get your head straight, thus demoted. Now you are not the cool, collected rifleman any more, but you are sent in as a high risk scout with only a pistol (can't use that second arm) nobody really cares losing. Now that's the bad side, but you might (perhaps with help from your comrades and superiors) see through that over time, get your rank and merit back, get really proficient at spotting and slaying Xenomorphs before they can come close, and get your fancy robotic arm for two handed use. All could be fine, but then again the operation on your arm got you back on morphine and weird looks from some "purist" comrades... That's more a narrative arc obviously, but your soldiers could develop good and bad habits according to what happened to them, phobias according to traumatic situations (with variety; if you encountered a Caesan in the dark while passing through a door into a building you might develop fear of Ceasans, or the dark, or doors, or being the first to storm a building...) or good perks accordingly. This would also be a more or less random thing you cannot really farm for, especially since you cannot rely on the soldier ever recovering. Some broken things stay broken. It would also be aggravated by lack of rest, strings of hard, bad missions, losing many of your fellows and so on. Going with Darkest Dungeon, you could also have a chance of some heroic perk from a stressful situation instead of the soldier freaking out. I am going to stop here, but I think the psychologic side is a really interesting one to explore, and Xeno1 already laid some foundation with the bravery system.
  2. Dagar

    Question to Chris

    Not yet afaik - there is an NDA.
  3. Finally able to get at this again, but short on time, so here it is: I would have liked a turn-based system better for all the players who cannot or do not want to handle the stress of quick decision making in an essentially turn-based game. Personally, I am fine with the X1 system. As for effects, you should always set your goal to making systems as elegant as possible, i.e. easy to learn, good to use all over the game in certain situations and an option to consider all around. Thinking about the clouds, I feel you should go the step further and allow UFOs and later planes to generate their own clouds, and also to develop weapons that are immune (or at least resistant) to the cloud cover mechanism. This could lead to a nice X-Division style arms race between you and the Xenos. And the same should apply to everything you put into the air combat system. Have autoturrets on ships? Cool, let's also be able to drop them on hovering platforms in style the style of air mines. The enemy behaviour system is giving me headaches: Having the enemy dynamically flee can lead to frustration on the player's side, so you have to be careful what to bring into there. Finally: make pilots separate from planes! They could lose some XP when transitioning to a newer model, so your interesting decision would be preserved. You could also add simulators that could mitigate that to some extent.
  4. Xsolla at its best. I also stopped for a moment when I got the mail. But since I want a gog key anyway, I naturally clicked the button.
  5. I can agree to that. The only thing is that Bravery should be about daring to go through with a prank on the chief scientist developed by the engineers.
  6. Dagar

    A Minor, But Immersive Detail.

    Yeah, reading the Xenopedia in X-Div may be a time consuming matter, but it is worth it in multiple regards.
  7. Dagar

    Unrelated Advert Pop-Ops??

    *bows* at your service...
  8. To me this is the old "game system balance" vs "realism" discussion. Do you want a system that is easily conveyed and functions with quickly learned rules or do you want a system that is harder to wrap your head around but orients more towards actual physics and tactics? There is a reason that in real life assault rifles have a single shot mode and either full auto or burst (or both). As conductiv already said, single shot is for accurate, ammo saving fire when you are not under a lot of pressure, much alike how sniper rifles are usually portrayed. People who do/did not serve in the military or are not members of a gun club might not find this intuitive, but the truth is that with a standard issue assault rifle today you can easily hit targets 200m away every time. I was able to hit 500m static smaller-than-man targets with a not perfectly aligned G36 over 50% of the time. There rarely are scenarios where you need sharp shooters, which is why most military don't have them in their regular troops, because the range where ARs stop being effective is so long that it almost never occurs that you would need a more precise weapon. At the same time, the urge to get yourself out of line of fire is so big that even ARs usually suppress really well at these distances with burst fire. The reason why LMGs are a thing in regular units is that a) they have much more ammunition at the cost of weight, setup time and support needs, so they can suppress for longer times when ARs need to pause for reload regularly and b) since suppressing the enemy more means you get suppressed less in return, making it easier for your riflemen to take accurate, single shots at the enemy, or use the uncontested space to get closer and flank. C) is also their usually higher caliber for better penetration and stopping power, should you need it. That said, LMGs are also fired in short, accurate bursts instead of just spraying bullets over a whole zip code (as @Coffee Potato would say), because some bullets flying really close past you are much more effective at getting you down on your belly than hundreds flying all over the place. Seasoned shooters with both weapon systems know that and use short bursts and single shot fire accordingly. So, let's say you want to go for realism. That would mean that an AR should be really accurate if the shooter is stationary, shoots single rounds and is not under significant fire from the enemy, i.e. he can stick his head out for a second or two without getting shot. At the same time the AR could deliver reasonable suppression, especially when coupled with more bursts from the same or more soldier(s). That does not mean Sniper Rifles are useless. They could be used for the occasional REALLY long shot and for cover penetration thanks to bigger caliber and specialized ammunition. Their downside would be that you could basically only fire them once a round at most. I do not have experience with Sniper Rifles, but the two snap shots do not strike me as likely being sensible. If you shoot that thing, you want to be sure to hit. Getting bullets in the general vicinity is other people's job. The LMG is, in comparison to the AR, a rather stationary setup weapon also delivering short bursts with higher cover penetration and suppression that does not run out of ammo in a considerable time frame. We ditched the mag fed LMG pretty much at the second World War already, and the only time this comes up today is with an AR with slight modifications to make it more LMG-like (like with a bipod and a drum magazine). As for pistols, they should have a niche role for the heavy weapons soldier's sidearms and maybe for frontline NCOs (with the latter needing their whole own system for that to make sense). They are used in a police context for being the minimal option for ranged lethal power projection while also having controlled, single shot fire and a quick drawing time, which is not really a factor if you already expect resistance and have your guns at the ready anway. That said the "sidearm" option also can be fulfilled by having the sniper/LMG gunner carry an additional AR, which is also how military often times do it. Now, after that wall of text, I'd find it much more interesting if you left all the options to all the applicable weapons. There are Marksman Rifles with burst options, a skilled LMG gunner can squeeze out single shots or the weapon directly supports it. At the same time, a rookie with an AR will often times auto fire and burn through his ammo fast needlessly. That is also why the M16 introduced burst mode as a replacement for auto fire, because with triplets you tend to hit and suppress rather well while somewhat limiting your ammo consumption. It would be cool if you would just order your people to shoot single or burst fire, with their experience and stress determining how well they are able to aim for the single shot and how many bullets they send downrange for the burst. More aim and more bullets would consume more time units, obviously...
  9. Dagar

    air support

    I agree to your statement. I think that if CAS is to become a thing, it would have to be well balanced in terms of costs (material and opportunity), precision, effects and use limits. I can only speak from X-Division experience, but in that scenario I would find it okay if I had to equip a fighter plane with a special one-time use air-ground weapon that costs materiel and time to build (binding engineers), send it alongside the troop transport (which means range limits as the fighter usually has less fuel), then have it shoot that stuff on demand, but with a one turn delay, and it likely doing more of a suppression effect than killing due to accuracy limitations and cover. Targets in buildings would not be as effected, even more so in the UFO. Also, you'd risk killing civilians, but that is always a danger present. Basically, it would be a high cost larger radius rocket with high suppression effect. You could make it even harder by having to have a soldier throw out a signal flare or grenade for the CAS to hit its mark. Basically, it should come with costs appropriate to the effect granted.
  10. I'd love to see civilians in cities running around with TV's in their arms...
  11. @Juan just FYI, there are air game tutorials out there on youtube somewhere. If that does not satisfy you, you could also look at the first couple episodes of any X-Division Let's Play. That should give you a pretty good grasp on how to do well.
  12. Dagar

    Relations as Currency

    As the UFO disassembly thread goes on and @Max_Caine suggested here, it would be really cool if UFO disassembly would be done in situ, i.e. in the country the crash and mission happened in, and you could assign personnel in a strategic op, since it directly would result in more game system interaction (here: Ground Combat - World map - Research / Manufacture system). To also tie that to relations, I propose the following: The affected nation of course also wants to get the good stuff out of the UFO, especially if its Air Force, Army and civilians were suffering over the course of the mission (entailing UFO appearance, behaviour until engaged and ground mission success and survivors). That means that they just may be glad you handled it so swiftly and cleanly and let you take whatever, or that they may feel overlooked in the bounty phase. That means you could agree with them beforehands on taking just a limited amount and leaving them the rest, or even having your specialists take it apart fully and giving them part of the loot. Or maybe send some escorting soldiers and make it quick, if you really want to make sure you get everything you desperately need, at the cost of relationship, of course.
  13. Dagar

    UFO Recovery & Dissasembly

    X-Div gives you the UFO basically as an item. You can either choose to sell it (for a higher profit than you had gotten from just bombing the site, which is good as you definitely get something more out of taking the risk to do a mission) or disassemble it. Disassembly (dsb from now on) gives you some alloys and alenium, and also different UFO sub-systems. These in turn can be used to build new, advanced planesof some kind. So e.g. the amount of Asierus and Foxtrot (both use the same resources) is directly linked to how many (small and medium) UFOs you managed to raid. There is also the boon of being able to build the Firebird, one of the best general purpose planes (remember X-Div differentiates what planes are good against which enemy) for each of the Landing craft (huge ships, e.g. Terror Carriers). There may be more, but I am not that far into the game. Finally, you can also downgrade these systems to some extent in case you need more basic planes faster.
  14. Dagar

    UFO design

    Have played both of them. What kinds of tactical options does Minecraft offer, exactly? I would not categorize that as a tactical game, maybe aside from Race for the Wool game modes and similar. Seems you are just pointing at blocky, minimalist games for some reason, which I am totally not averse to. Duh, that is hardly surprising, as the people visiting the forum are fans of the first game in majority, and fans are most of the time critical towards changes in a series. I am not saying that any of the criticism is unwarranted though, just that praise naturally is rare in such situations, especially if the developer tries to change/improve things. Don't be, you did not. Where you read that from I don't know, bu I'm sorry I've offended you with my opinion, which seems odd from someone who has no problem sharing their own repeatedly and even argumentatively on this very forum. quentially the rest of your sentence is pretty meaningless (but yeah, I like to discuss things, voice my opinion and argue with people. I don't view that as a bad thing). I asked you to point me to a thread where that was voiced. Especially interesting would be some comment from Goldhawk stating that they are aiming for that mechanism as a consequence of this "loud minority". You failed to deliver the evidence so far, so I am not yet changing my mind. Try again. If you fail, I accept your change in opinion. Again you are assuming things I did not state, and which, if you think about it for a second, obviously don't make sense. Why are you even doing that? I am trying to have a reasonable, if flippant discussion here. I'd prefer you not watering it down and sidetracking with baseless, emotional claims. I can assure you I do. I have the equivalent of a B.Sc. in Media Computer Science. Maybe blocky UFOs can become a visual identity for X2? That's okay, I can wait and support the developers when I have seen and liked the end product, as I always do.
  15. Dagar

    Relations as Currency

    Didn't get that memo apparently. Though thinking about it, it may be that somewhere in the past someone already corrected me in this regard and I just forgot. Age and all...
×