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Sheepy

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Sheepy last won the day on December 11 2019

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About Sheepy

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  1. Sheepy

    Maxim 56, please

    It is easy to say balance is easy. We've had similar discussions when vehicles were removed from X2. Some arguments can be reused. i.e. Anything that is powerful enough to flies over the map (and then some) in a turn will be way more powerful than any handheld weapons, so the damage they do are either impossible to balance or impossible to believe. Inaccuracy is not a very useful cost, because they quickly lost their practical meaning. If an instant death weapon has 25% chance to hit where you want it to, that does not average its damage to one-quarter health. Players will either rarely use this unreliable weapon (which begs the question of why put it in game), or save scum to make it 100% accurate. High cost is also pretty abstract. We have costs like production cost, weight cost, space cost, hand cost, action cost. Except for production cost, all the rest are tactical costs. Then there are risks which is an indirect cost: Getting close to enemies is a cost - it cost movements and is risky. Pin-pointing enemy location down to a single tile has a cost, too. It either means detection equipment or that the enemy can see and reaction shot at you. Any weapon that does not have these two limitations are already inherently low-cost. Think a long-range grenade launcher. Placing it outside the map - thus removing the chance to lost it - basically removes all tactical risk from it, and also removes the risk of losing the production cost, however high. There are a few more ways to balance it, like requiring heavy two hands radio with a full turn setup or more. Which, while adding back a little tactical costs (how much does dedicating a soldier cost? Not much at all in Xenonauts), it encourages the players to turtle. Which is not desirable on a higher game design level. You want tactical combat to be fluid, to be dynamic and engaging. A turn delay, like xcom 2 Archon, do exactly this when used against the players. (When used on aliens, well, if the AI moves them it always wastes your shots, so it's just a glorified flush.) You can also go the other way, granting easy access to artillery with limited shots, whether a soft cap because of cooldown or high per-use cost, or a hard cap, and field enough aliens to expend the shots to balance it out. Why, you are so clever! Actually many games do that! Action games. Strategy games, too, the old school ones with linear progression on fixed maps. Wait, does Xenonauts fit the description? There are good things for off-map artilleries. They are cool. They bridge strategy with tactical. They give more options. But these don't help balance them. Which makes them perfect for a mod, so you may want to learn Unity modding now. If you want to talk game balance, talk game balance. Empty words belongs to politicians.
  2. Have you tried disabling the Intel card, and forcing the laptop to use the Optimus all the time?
  3. Sheepy

    Maxim 56, please

    Two bad implementations is a better argument against it (three if you count Syndicate: American Revolt), than supporting it without a good implementation to show. And I hope people can understand that Xenonauts 2 have tried and reverted enough mechanics and late enough in the development cycle that most new mechanics are out of question.
  4. Sheepy

    Phoenix Point - Gollop's new X-Com-like.

    Don't forget Sentinels and Worms. They play a part too. If you refrain from those OP skills, the game become much more tactical and you'll want to take mutations into account. Which is why I think the lack of optimised tactic is not in primary caused by a lack of enemy variations. You may also want to rethink cover; cover is not the wall or fence your soldier is leaning on. Cover is everything between you and the bullets. For example, when facing explosive chirons, you can stay in buildings, essentially using the roof as cover, or hide behind a high Lair/Citidal structure to give no line of fire. Taking cover two to three tiles behind a tree also works better than leaning on it, using the canopy to catch the shells. I am working hard on QoL mods, partly because I don't have enough free time to revamp the skills. After cfehunter left the scene I think I am the only coding modder left. We need more skilled hands to save the ship.
  5. I don't see an explanation of how to translate this ideal "Real Armour" into game. How is this "Straignt-damage Armour" different from "Ablative Armour"? From the description given, the real armour actually feels like D&D's Armour Class system to me.
  6. Sheepy

    Phoenix Point - Gollop's new X-Com-like.

    I think Phoenix Point's alien variations are much better than Firaxis XCOM and Xenonauts, if we consider only the base game. Worms and tanks, sentinels and big bad boss. The counters for goo Chiron, explode Chiron, and worm Chirons are pretty different. If that is not enough, you are practically required to fight human factions with very different team compositions. On the variation front I consider it on par with Apoc and UFO, if not better. Abilities are less varied/interesting/balanced as XCOM 2, which is sad. Like you said, either you abuse your abilities and cheeze your way through the missions, or be faced with impossible odds. Which something dent the variations - whatever it is, either stealth snipe or dash shotgun. Ironman is very difficult now with cascading kills common on both sides, and solders too hard to replace. Still, there is lots of content. There is a lack of information, lack of balance, lack of upgrade path, lack of research and event visibilities, lack of diplomacy options, lack of Phoenix Point identify... but they are not lack of content. We got a dynamic globe with faction relationships, raids, events, procedurally generated maps, vehicles and doggies, armour parts with modules and mutations, and plenty of weapons (with equal amount of damage types). Many weapons are suboptimal given the state of the game, yeah, but that is more a balance issue than a content issue. No, it is definitely not a game for the faint of heart in its current state. But for a base game it is very rich. I certainly didn't expect to see Mutogs and multiple endings. Looking forward to balance patches and DLCs.
  7. Well, you can also be sniped out of vision cone in Xeno, as long as and as soon as you are spotted by any enemy. Which doesn't always mean you can spot the spotter. Night mission, for example. Good luck, commander
  8. The multi-cone idea sounds like a good experiment. Will need some special handling when the soldier turns, to make sure the long cone covers the whole arc. As a side note, Phoenix Point has this perception - stealth system like UFO series, that does not have a fixed vision distance. You can see big enemies right across a mid sized open map, and they can snipe your vehicles too. It is also advised to assign each team a high perception scout. While realistic, apparently it is not intuitive to some players. Xenonaut's vision cone is certainly simple and clear.
  9. I remember how I needed the cheats when I considered 20 to be an old age. So I try to not judge. Not all players has or want the same experience. In fact, I'd assume most don't.
  10. Sheepy

    Phoenix Point - Gollop's new X-Com-like.

    Steam can use a competitor, and I don't mean Origin or Uplay. Thus I signed up to Epic just after a week or two. Now I have 47 games on my Epic library not counting DLCs, mostly given for free. As a bonus, epic store does not have mandatory DRM, and I heard that Phoenix Point does not come with one. It helps that Epic provided Snapshot the money it needed to improves phoenix to its current state, too. The game itself can use some bug fixes and rebalance, though, so waiting a bit won't hurt. XCOM 2 was nice (if you don't mind timed everything) but DLCs and mods make it better. That said, I think PP's base game is much more solid and interesting than XCOM (2). This is potential for a very complicated game lol.
  11. Sheepy

    Phoenix Point - Gollop's new X-Com-like.

    Ok, so I've spent a week of free time on Phoenix Point. Feels refreshing. The strategic layer is almost a realtime 4X. Actually keeps me busy. I find myself switching flight plan, production, and research frequently. The free aim systems work very well with body part damage. It makes facing important - without taking away all round vision. The simplified action point system is better than expected. All non-movement actions use either 25%, 50%, or 75% of all action points, weapons included. It allows me to think in big actions + fine movements, instead of calculating TUs. It speed up the combat without the limitations of Firaxis xcom. There are flaws, of course. Bugs aside, the lack of manual leaning is annoying, research and diplomacy is "pick one side to be friend with, and be hated by the rest". Despite the issues, and the fact that I don't personally like the post-apocalyptic feel, it may be the closet to my ideal xcom yet.
  12. Try this software: https://www.cheatengine.org/ Since I don't have access to backer builds, you are on your own. It may be easier to get unlimited action points and/or fund, instead of better stat.
  13. Sheepy

    Your Xenonauts 2 wishlist?

    I did an X2 UI mockup in a hidden thread at least one years ago, may be two. Here it is. I was also proposing a slightly more flexible secondary scheme, so you'll see three tools instead of two. That was before X2 reverted to backpack. Otherwise, I hope it would be pretty intuitive. It may be too late in the development cycle to revamp now, but for what it is worth: (Click to Enlarge. Image is 1920x1080.)
  14. Sheepy

    Modular Armour System

    Whether they were tongue in cheek, I think both questions are valid. If I need to zoom+rotate or go to inventory screen to find who is wearing mask among the ten or twelve soldiers, I'd be annoyed. As for pink, well, sure, it's not something to really worry about. I still remember the pink mechs in Battletech, post-release, or the wrong item icons in Afterlight, post-final-patch. If it happens, it happens.
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