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Dagar

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Everything posted by Dagar

  1. Brilliant This should go as disclaimer in the very first post!
  2. Nah, I am just a player I would love to help with the maps, but I am already struggling to find the time to just record an episode per week, so I don't have the necessary free time; at least not until the middle of the year.
  3. Looks good, never played FitH, but I hope your efforts will pay off in the end.
  4. ... and I am one of the people who thoroughly enjoys the air game! I just feel that "real time" "mini" games do not have a place in a turn-based game (the contrary works better though). I am playing a game where I can take all the time I want to think for a reason. I also play other genres of games, but genre mixes (e.g. SpellForce) are usually not that well received (or very simplistic like Spore) for a reason. And SpellForce is the best genre mix example I can think of.
  5. I agree with @Charon in that X-Division brought out the full potential of the vanilla air game. Still, not a good fit in a turn-based game.
  6. @Svinedrengen will likely be able to help there.
  7. I am with Chris here in the sense that I feel that X2 should not have the same air game as X1. As awesome as it was, it does not really fit into a turn-based tactical game, and I have read numerous accounts of people who disliked it because of how hard it was to get into. Having played FiraXCOM 1 and 2 I still feel it is the superior system compared to these two. FiraXCOM 1 was a joke of a game (watch and pray for luck, maybe use a consumable from time to time) and 2 abandoned it completely, both of which are no viable options for X2, I hope. I don't know how to solve the issue with the air game, which is aggravated by the fact that I have not yet played the X2 version. But I encourage the Goldhawk team to take their time, orient on how real air combat in the Cold War period worked (and extraploate with cool SciFi abilities from there) and focus on tactical gameplay without any reaction component. Elements of these encounters could be position, orientation, speed, height, aircraft design (determining minimum and maximum values as well as change rate of parameters), pilot experience and loadout.
  8. Interesting. I'd love to see what Chris has to say about that.
  9. Ah, good thing to know. I presumed shields only lowered the reaction modifier value to 1.0, i.e. that they only had an effect with higher reaction weapons. In turn, I presume that means that Xenonauts shield wielders still can shoot any kind of alien heavy guns with 1.0 modifier, since they all are one handed?
  10. Might be possible; after all a throwing mechanic is already in place. The soldiers being able to catch the stuff is what really would need work though; you may not want to pick up the mags from the ground each time. You could tie the throwing range and accuracy to the weight of the object; in Xenonauts cycling multiple soldiers through one weapon is also a thing. Also, all is fun and games until you realize this gives the potential to the aliens to also toss grenades back...
  11. No, I did not miss it. I also saw the linked video a while back, so I know what is in there, at least roughly. I used the terms mechanisms (not mechanics) and graphics as synonyms to the terms gameplay and cinematics just for the flow of text. Substitute them in your mind if you want and care for their respective distinctions. The point stays the same. These are not diametral features of a game.
  12. It was a pun on your spelling mistake. "postponing" is correct. As for cinematic vs. mechanical gaming: I agree to the overall sentiment, but I would not use these terms to describe two opposites. In my opinion games can be both, or none of these, so these to me are two different aspects that just coincidentally happen to appear linked in the games we consume. Why am I saying that? Well, first of all, a game with poor presentation and poor gameplay likely will never be played by you, so the amount of games with both that exist is not reflected in our perception. We know games that are "ugly" but good, and we know games that are eye candy but nothing more, and we see causality where there is only correlation. Dark Souls is such an example. The first one had pretty good graphics for the time, and it was gameplay heavy, so it is a game with both being "high". The first Thief (or Dark Project in Germany) was a good example for its time, Deus Ex comes to mind, StarCraft was not ugly when it came out either. I agree though that the trend in AAA gaming goes toward eye candy games with shallow gameplay. That is partly because with good graphics you attract a bigger audience, but also because of economy. If you put many resources in the game's appearance, you don't have them for the gameplay any more, and a game has to pay for itself without fail; the industry is a high risk one, with one misstep having the potential for financial ruin. And the gameplay is so shallow both because the ressources lack to make it deeper (with making that decision costing more ressources in terms of testing and so on) and because it is risky to try something new. Also, with the trend towards games as a service, you actually want the player to play for a long time, so the difficulty has to be at a level low enough not to shy away most players. That has nothing to do with the presentation of the game though; it is also true for most of the hundreds of random JMMORPGs.
  13. Isn't postboning more or less necrophilia? Okay, I'm outta here...
  14. @Charon Interesting find. Is it possible to, so to say, disable the disabling of anti-missiles? Who would know that?
  15. I think the technical term for why dual wielding is good is 'double dakka'. But on a more serious note, it can have its benefits, e.g. more ammo before reloading and potentially having two different damage types without switching. Usually shield is better nonetheless.
  16. Shotgun farmers tend to be pretty good, LMG soldiers sometimes too, if they manage to suppress. The rest of the NPCs mostly is there for flair, though there might be situations where they accidentally shoot or suppress your guys, which can be really bad. As for changes, the only one I really, really want to see is some way (other than stun or kill them) to get them out of the way. Ideally the system would not be exploitable in the form that you could shove them in front of your soldiers as meat shields. Or maybe that could be some (dark) fun, too.
  17. Only the main UFO ever is in the map, the escort is not present then. Yeah, it is known that there are consistency problems with going on multiple missions in a row. That should be a vanilla thing though, not X-Division specific, and near impossible to fix for the mod team. And also it occurs pretty rarely anyway, so it sounds like more work than it's worth.
  18. Well, that's easy: If you have to decide between realism (or real-life consistency) and fun and balanced gameplay, always choose the latter. So if you want to go the training route, I'd say go for training all the stats. I mean, you can also pretty easily envision what player will do if some stats are trainable and others are not. That is concentrate on recruits with the non-trainable stats and cheese the stat gain while combat system to also gain the maximum of these. That's not really an interesting decision waiting to be made there.
  19. @Khaad: If you are interested in how to down the first Terror carrier by Brute Force, I can selfishly refer you to my LP campaign (on easy, so 75% health for UFOs): Clown Car Crash (part 1) (if that's not the one (I can't check right now) check the video before that.) As of software: most people use Open Broadcaster Software, I think, which works okay.
  20. @Khaad I don't know about pistols specifically, but my intuition is it should happen to them as well. It definitely happens to grenades and big weaponry.
  21. 1. Is a known bug that works for any equipment, so be sure to pick up the valuable stuff again before the mission ends. 1.1 is interesting, but it sounds like a normal bug. As for the rest, it sounds ominous and should not happen. Maybe you did not follow the installation instructions closely?
  22. Well, they need something to apply SHOCK, of course (if they don't have yet - I did not see it at least) Another idea, if it works that way: a rapid fire 0 accuracy weapon that just totally fills the arc corridor with bullets (due to 0 acc?)
  23. Yeah, that's not good for sure. Maybe have the weaker equipped one throw his gun and pick up yours instead? Just kidding.
  24. I'm definitely not far enough into the game to say anything about that. I'd say it's a good thing that you can tell what the enemy can do by experience and their appearance. May give you an edge if you are a keen observer. Other solutions: The composition of the UFO crews is somewhat random, but there are certain ratios it follows. Maybe the same can be done for weapons? A few strong ones with loads of normal ones for the soldier type aliens, and weaker ones for NCs?
  25. My opinion: Yes for training dummies and an according map, maybe even life specimen, just to get to know your equipment and their resistances. Also yes to the shooting range giving you a safe test environment for game mechanisms. For example, signs with writing on it could pop up from the dummy whenever something happens; "suppressed", "shooting back", stuff like that. Also yes to being able to test other equipment like shock batons, grenades and medpaks (on human dummies). No to your soldier being able to kill herself there; this should be a safe, testable environment. No to producing dummies; they should come with the first Alien analysis or some early research. No to other links between shooting range and research. KISS. @Chris I think @Charon is right in the sense in that a simulation environment like this is far superior than to provide the numbers. Hardly two weeks go by without someone asking basic mechanical stuff about the game, and even Charon as one of the main modders from X-Division is not too confident in his answers sometimes. I for example intend to test the reaction behaviour of non-weapon equipment and empty hands somewhere in the next weeks, just because there is no other way to find out. An extra map where you could do that would be great. This gives a far more intuitive understanding of a certain game mechanism than presenting numbers in the Xenopedia in my opinion. No to that and the usage of the shooting range then. For me, decisions are the compelling thing about tactical/strategic games, not mystery. I can play a point-and-click adventure for that. I encourage you to play some Invisible, Inc. so you can see how compelling tactical gameplay with perfect information can be.
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