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Wyldefyre_CP

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Posts posted by Wyldefyre_CP

  1. @wulf 21  Apologies on the wrong thread bit ... I don't think I'm completely awake yet ... I saw the 'Bug Reports' header and simply clicked after the last response, assuming they all went into one 'drop-box' if you will ... as for the ground combat thing, that's good to know - I only recently started replaying the early access, and haven't been following the forum all that closely, either.

  2. 9 hours ago, Chris said:

    This is a bug with the Sebillian shields and we'll be fixing it in the hotfix that will be arriving soon. Thanks for the notification!

    Oh, good, it is happening to me as well, and I just started playing the EA again after months fartin' around doing other stuff, lol ...

  3. On 3/16/2019 at 10:59 AM, Decius said:

    ... the one-year exclusive period, as I understand it, starts from the first sales of Early Access, so it will probably have expired well before the initial release of Phoenix Point.

    As a backer of both Xeno2 and Phoenix Point myself, this is one of the two things I'm curious about ... is Early Access considered what they've already sold to the backers as 'backer build One, Two, Three'?  And Four, if it ever gets out .... /grumble :p   If so, then, yeah, that one year of exclusivity will likely be gone before a huge fuss need be attached to it.

    The other thing I'm curious about is, say it IS going to be a few months or what have you after release before I see it on Steam where I wanted it - can I still redeem the backer key on Epic, play there for awhile, get any free DLC coming down the pipe, and then 'port it all to the Steam Store' once the exclusivity drops?  More importantly to me, though - do I have to fill out any personal info to launch it on Epic initially if I already paid for it?  Certainly, I won't have to provide any credit card info, will I?  What I've been hearing (true or false) is that Epic's had issues keeping their customers' private info 'private'.  I'd rather not have to worry about that, hence, my apprehension in using Epic.

  4. On 7/20/2018 at 5:45 PM, Rosen84 said:

     

    And something interesting:

    Julion Gollop (original xcom's "father") is here in Bulgaria and is making a game wtih cheap programers, "phoenix point" or something like that. The same stupid mistakes, now in 3D... Like an old ignorant lady who thinks 3D is "modern" and is the key improvement to his 25 years old bullshi...aaghhhh  game.  So, now gollop is no "father", it's more like a grandmother.

    Rosen, Bulgaria

    I couldn't really disagree more.  The Phoenix Point game is shaping up quite nicely and is really interesting to me, which is why I'm also backing it in Early Access.  They've already added the first of the vehicles, the Armadillo.  Not only does it come with its own MG on top and a good deal of weapon-absorbing armor, you can also run over the smaller aliens with it, store your excess gear inside, put anywhere from 1 to all 4 of your squad mates in it, destroy about 1/4 of the structures on the map with it, and even ram the Queen Alien boss with the thing (although that last idea isn't always such a bright one ...)  Grenade and rocket attacks do a pretty wildly randomized degree of damage on the creatures you hit them with, bullets actually 'riddle' the structures they impact with, you can place smaller, robotic turrets on the ground now to help shoot at enemy's that wander within their field of view ... it seems to have a lot going for it, and it's only on the 2nd Backer Build atm.   

    • Like 2
  5. 2 hours ago, Chris said:

    I don't think this makes you the odd person out at all, I think most people hit their limit at $50-$60. I think getting a large number of people to throw in an extra $10-$15 is a bigger gain to the team than getting a handful of people to pay $200 each ... to the point where I was actually tempted to throw in the portrait generator portrait at £35/$50 alongside the soldier name. Maybe I'll still do that?

    There you go !  To me, that's solid thinking, meaning more people will actually be able to enjoy something that they might get some real use out of, too - nothing beats really feeling the sting of losing a character that has one of your best bud's portrait on it, except maybe watching the rookie with your boss' pic take a full on laser blast (whoops, who said that ...).  Along those lines, if you ever come up with an expansion / DLC to this new Xen2, adding portrait generator to it (for those who didn't cash in on the $50 original) wouldn't seem like a huge leap or slap in the face as it would if, say, you were only giving that out to +$100 investors.  But that's probably a bit of cart before the horse.

    Personally, I was super stoked you made the effort to provide the free demo to Xen2 (even if it did mean I had to learn how GOG operated, haha).  I've had a ton of fun playing through the stand alone battle, and have been really impressed with how far it's come in the past few months.  I'd guess I've probably done a solid dozen runs from the onset to where you guys're at now.  Really looking forward to the point where the end of that first battle brings you back to the base, hahaha ... nudge, nudge ;)

     

  6. 15 hours ago, Chris said:

    I'm very reluctant to add in anything that affects game balance, so having "pre-order" weapons etc isn't something I'm particularly interested in.

    No harm done, t'was only a suggestion - I was just looking at it from the POV of people who would actually want to shell out that kinda dough, and something at least slightly useful they could get in net return.  I certainly wouldn't want it to cause a ruckus game-balance-wise.  That was kinda why I went with the idea of limiting it to a small assault piece of gear - those poor bastiches could use any help they can get.  You could nerf it down to a Tier 1.5 item if 2.5 sounded too crazy (again, I don't know how many weapon tiers you were planning on, so the 2.5 was just an uninformed, off-the-cuff suggestion).

    Who knows?  There might be a lot of people who would pay that much just to see their name on something.  I can't be tempted past $50 on any game - Phoenix Point did try to push that, but what I wanted from them (early access to the game) was already offered at the $50 mark.  I tend to be the odd-person-out, though, so my take on the subject (is there any practical or useful benefit I can get by spending a bit more money?) might not be the mindset of the majority of your backers. ;)

    EDIT:

    Darn, now that I look back on what I get for $50 on Phoenix Point, I realize there's a whole pile of other stuff coming with - the hilarious bit is that I didn't even notice half this stuff before, I was only interested in what level of buy-in I needed to playtest their game while they worked on it (psshh, the rest is just icing !)

     

  7. Hrmmm .... for that much, I'd suggest one minor equipment piece 'tweak' out of the gate - and I'd suggest this even though I myself wouldn't shell out that kinda extra $$$ to get it, but b/c I think people who DID pay that much oughta have something at least minorly game useful for that much, w/o exactly sending the game into a huge pitch in their favor.

    I don't know how many weapon / armor tiers you're planning to have on the new game, but if, say, it's at least 5 tiers, I'd go with this.

    The backer gets choice of ONE of the following THREE items.

    A "Tier 2.5" Equivalent Assault Shield, Assault Pistol, or Assault Baton.  "Tier 2.5" meaning a piece of equipment that is greater than Tier 1 or Tier 2 and only marginally less effective than a Tier 3 item (again, if you're going at least 5 Tiers here).  Some flavor text might even come with the choice, explaining how you end up with one (and only one) such item, and why your engineering team isn't mass producing the things, like a) it was found in an alien base raid and appears to be an alien's attempt to make an equipment improvement on an item of ours (now, why would they want to do that .... hrmmmm) or b) it was a prototype equipment piece constructed by one of our best engineers, shortly before he left Xenonauts entirely due to an altercation with the Chief Science Officer, or c) it was a prototype made by an organization outside of Xenonauts located in China, Russia, Japan, the U.K. or what-have-you shortly before their base was overrun by aliens.

    Regardless of the reason, it'd give one really nice, useful bit of tech to one of your unlucky saps drawing the short straw and having to be first through the breach is how I'd look at it. ;) 

  8. Love the limited time trip back down memory lane with the spaceship :)

    As for the quirks, I found 2.

    One, the lone surviving spaceship resident (a sebilian) was hiding just inside the entrance door.  He shot directly through the wall at a soldier who was at least 2 or 3 tiles away from the door entrance, as if there was no barrier between them.  I tried putting some other soldiers near the ship on further turns, but at least one tile away from being 'right up against the ship walls' and he did not try shooting at any of them, so this may just be an adjacent tile misread of sorts.

    Two.  The APs are now accurately telling me how many APs I'll have left if I move, regardless of whether I'm crouched or in a different direction at the time of the move.  THANK YOU !!!  However - as you're moving that soldier along the route, I always get a misrepresentation on the 'destination tile' of -4 AP (while the soldier is moving).  This happened each and every time, which freaked me out, and would've had me hitting the ESC key (if that still worked to stop movement !).  As it was, each soldier arrived with the correct # of initially described AP, which was great ... I'm not sure why there's a -4 off misrepresentation while in transit.

    Hope that helps :) 

  9. Ahhh, those answers warm the heart !  I'll even look forward to my first new hedge encounter.  Now to think up some snappy one-liners while leveling them ...

    1)  "Frag you, foliage !"

    2)  "I don't need no shrub ..."

    3)  "Hasta la vista, vegetation !"

    4)  "Deck the halls with plowed up hollies ..."

    5)  "I wanna be .. your Hedge-Hammer ..."

    ok, so those're awful ... I'll think up something better, lol ...

    • Haha 1
  10. In some cases, even though you could see the alien on the other side of the shrubbery, you couldn't shoot at that alien b/c of the borders of the tiles around the shrubbery, unless of course you'd already given the plants a taste of lead salad, and then you'd get your chance to hit.  This wasn't just limited to shrubs, there were other obstacles that it would seem you could shoot by (or through) with an alien perched on the edge, but the shrubs were the most aggravating b/c it seemed like a rather flimsy excuse for solid, shot-blocking cover.

  11. I had a ton of fun with Xenonauts 1 and got a lot of replay out of it, but there were a few things that drove me outta my tree about it.  One was the darn indestructible hedges.  Well, of/c, they were partially destructible - you could machine gun 'em down to a reasonable point, or C4 them enough to where you could see through them to shoot at aliens on the other side, you could lob grenades over them, but ... one thing you absolutely could NOT do, no matter how much MG fire or C4 explosives you used on them (and trust me, I tried this) was destroy enough of the @#$! hedges to allow your soldiers to walk through them.  Nope, not gonna happen, gotta go all the way around, each and every time.

    I hurled a good many expletives at the computer because of this ... please tell me the shrubbery'll be completely destroyable in Xe:2.  Or at least enough where your soldiers can pick their way through the scorched, blasted, and bullet-holed remains.  Heck, I don't even care if they take a bit of an extra AP penalty for moving through rough terrain !

    • Haha 1
  12. Not sure if this has already been mentioned, but it's something I thought would've been useful in Xe:1 and never saw an option for.  Often times in a crowded doorway or tight hallway within buildings or UFOs  I've wished I could have a soldier in the second or third row 'change places' with his buddy in the row ahead of him.  Having to leave a 'runway area' for them to meander around each other in order to exchange places has always felt rather frustrating.  I seem to remember at least one turn-based game where you could swap soldiers in such a way (it might've been old Jagged Alliance ...) but anyway, the implementation was you picked the unit you wanted to move up and then, while resting your cursor on the other unit, you hit the 'X' key and it would transfer (or Xfer !) them out.  You had to have enough active AP left on each soldier to pull it off, of course, or the game would simply ignore you when you tried it (or maybe it gave a dull error buzz, I forget exactly).

    Anyways, just throwing the thought out there ;)

  13. You CAN assign different keys in the demo at the start, when the Xenonauts 2 Configuration box pops up - it's initially on the 'Graphics' Tab, but if you click on the 'Input' Tab and then double right click on the Primary or Secondary key bind options, it'll allow you to change them.

    Agree on wanting to be able to Zoom in for a better look at the new graphics and animations !  Just might not be possible at this early stage, but I do hope it becomes an option.

    As someone who had to 'get used to' Steam so many, many years ago, I can relate to the oddity of having to get on something similar (that wasn't Steam) to demo this game.  I'd never even heard of GOG before this, but fortunately, it wasn't difficult to figure out and didn't ask me for any CC info to establish an account.

    Combined arms could be so much more immersive for the game !  There's a thread going on just related to other functions the drop ship itself could do other than simply deploy troops.  

      

  14. Some of these ideas are pretty cool ... I'll add my 2 cents ...

    Your drop ship reaches mission destination and deploys troops, a more thorough scan of the area than previous satellite imagery provided while deploying your soldiers reveals some useful information, such as ...

    1) Whether any of the alien ships weapons are still functional.  If so, disabling those weapons might be considered a crucial Primary Objective of the landing craft.  Otherwise, your ground troops might have to deal with them.  That, in turn, might lead to having at least one tank or other APC being worthwhile on some missions (I usually never bother even building a garage on my bases, if that tells you anything about how often I bothered using tank units on Xenonauts 1 ...).  Lack of an ability to disable the alien ship's weapons could also significantly change up just how much time a player spends 'getting ducks in a row' before assaulting entry points on an alien craft, if they're getting shot at my heavy weapons each turn.  Choosing to have your drop ship engage in this activity would likely limit its ability to go with other options, as it would spend a deal of time dodging enemy ship fire while taking out the weaponry.  Hearing that battle going on in-between your turns along with pilot chatter while the aliens are in Hidden Movement phase could be really cool !  Also, if enemy ground troops took potshots at your landing craft, at the beginning of your next turn, the game could place, say, an exclamation point in the general vicinity of points on the map where fire was perceived to come from ...

    2)  Let's say the alien ship had a real doozy of a time landing, and all it's guns are out, or the drop ship managed to take out the few remaining ones fairly quickly.  Another thing you could have it doing would be punching holes in the alien ship, to save your troops the need to C4, rocket launch or ask for hand activated 'volunteers' to go up and open the doors.  This might require an armament choice separate than what you'd usually use for taking out weapons.  It might come down to a juggling act pre-launch of 'do I arm the drop ship with more missiles for punching holes in armor or better anti weapon ordinance?  You might be able to divvy up between the 2 choices, but that might make it harder to successfully pull off one or the other.

    3) Medivac.  If not busy between turns doing either of the previously mentioned things, your drop ship could come medivac out critically injured soldiers, sparing your other soldiers the AP of stabilizing them, switching out weapon for medkit, etc.  

    I like the idea that the drop ship could be damaged as mentioned by others, as well.  I'd like to think that the pilot came with enough of a brain to keep from having your drop ship 'completely destroyed' much like how Xenonauts 1 allowed for salvage of shot down fighters, but in this instance, yeah, the pilot would simply say something like "IT'S TOO HOT OUT HERE !" and bail on you, either for X number of turns and then be available again, or only be available to limp back in at the very end, when your soldiers have done all the rest of the dirty work.  

    At any rate, seems like there would be a lot of interesting possibilities opened up with this idea !

    • Like 1
  15. Played the demo on Beautiful settings and then again on Fantastic Settings, had no major problems.  Love then new animated movements and graphics - would be kinda neat if the aliens used some sort of sounding system (like wolves howling, dogs barking, birds tweeting, etc.) to help them locate aggressors / keep track of where their other 'pack members' were.  This obviously wouldn't be something all the alien types would use, as some would use telepathy or electronic means of communicating, but it might add a little bit of eeriness to the game, particularly if they could 'throw' their sounds (like a ventriloquist) and mess with humans trying to locate them that way.  Something other than only hearing aliens when they get shot, set on fire, etc.  Just a thought.

    As for issues, the only thing I noticed was the AP indicator for what I would be left with moving to one position from another isn't always accurate, particularly if you were already crouched and decided to move to another spot.  The other thing is that 'crouch' seems to take a different amount of AP, depending on how much you have left.  Units with a lot of their AP left seem to burn as much as 4 AP to crouch, while I've had units with as little as 2 AP left who still managed to get back to crouch position.  

    Loving the detail so far - will be great to see what the UFOs look like. :) 

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