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Sheepy

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Everything posted by Sheepy

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.)
  9. 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.
  10. Perhaps it can be labelled Size or Volume?
  11. Sheepy

    Modular Armour System

    For -armour and +weight, perhaps they can be made a percentage. Or both. For example, a module can have -armor and -ArmorPerc. This opens more ways to balance items. e.g. Light = 20 Armour, Medium = 40 Armour, Heavy = 60 Armour. If Module = +2 Armor & -20% Armor, Light+Mod = 18 (-2), Med+Mod = 34 (-6), Hvy+Mod = 50 (-10) As for the user interface, may I propose an alternative? This drag and drop interface should work for primary and secondary too. For smaller modules like rebreather, would be nice if we can put them in backpack for on-field application. (Sorry I can't find know how to resize the video here. Not intended to be this big.) modular_armour.mp4
  12. Sheepy

    Your Xenonauts 2 wishlist?

    That may be a good way to work around associating strategic performance with income, which leads to a negative feedback cycle. So, the worse you do, the more the world buys your tech, and you actually get more patent fee income, which allows you to recover from a bad month or two. On the contrary, the better you do, the less the world needs your tech, keeping the resource tension up as player consider selling some loots to balance things out. I think XCOM 2's random production has the best balance, enough to spice things up but not enough to upset the overall balance. Phoenix Point simply went another way and we'll soon know whether the paper rock scissor equipment game is a good design.
  13. Popular Mechanics did an in-depth follow up story of the 2004 Nimitz UFO encounter, interviewing several ex-navy officers for their experience. https://www.popularmechanics.com/military/research/a29771548/navy-ufo-witnesses-tell-truth/ It is consist but comprehensive, from discovery to intercept, from onboard discussions to the removal of all evidences. It also has many links to previous leaked info, in addition to the verbal testimony, so it's a good starting point to the related story of the incident.
  14. Sheepy

    Xenonauts-2 November Update

    How about item teardown. Need a ufo engine for an advanced power station? Dismantle a Phantom! Sounds like an mid-range 2013 laptop. Mobile systems don't age well; they have less power than desktop systems of same age and price. 765M has about 1/5th the power of a last-gen GTX 1060, and 2GB of video memory (I guess) will have a hard time pushing most modern 3D titles. Have you tried lowering the resolution? X2 may not be real time, but that doesn't make it or the engine any less 3D - unlike X1. Otherwise, I'd say consider an upgrade. On Steam Hardware Survey, I eyeball that a few percent players have a graphic card that is on par or lower.
  15. Sheepy

    Your Xenonauts 2 wishlist?

    Yeah. Would be cool if the xenonauts fighter fires a drone swarm that tracks the UFO, with its own hit points and firing cone and attack. Would not be so cool after a decade when it becomes the reality. Giving fighter the option of an energy shield vs targeting pod vs other gear(s) is also nice. XCOM apoc did that two decades ago and is still unmatched by clones. But I won't put it on my wishlist. I quite like the X1 air combat, the best since apoc, but I think it is not universally liked.
  16. 8-man team should be more friendly to a new comer. Less troops to manage, enough variety, and leaves more space for upgrade. Side door is very useful from my X1 experience. Glad to see it preserved. Tilt-rotor is cool. And offers an explanation of the continent-crossing speed. Just make sure it has three wheels instead of four. Both copter and fighters can be made flimsy or sturdy. Scout helicopter to Mi26, training plane to A-10. But on the map I think they are both thin walls, so that strikes me as more realistic. Personally I'd leave dynamic door for more advanced, ufo-tech-stealing crafts. Blame the slow hydraulic system of the low tech homo sapiens.
  17. Sheepy

    Your Xenonauts 2 wishlist?

    I'd like to see a community edition. Which may be more difficult this time because of the commercial Unity plugins involved. That should be moddable, if the game supports modding (or at least not obfuscate its binaries). Like giving rocket launchers a safety radius of 5 tiles - it goes dud if it fails to fly that far.
  18. Sheepy

    [V9.0 Geoscape] research - queue full

    I guess it depends on how research is designed. Yes sorry I remembered it wrong; apoc and interceptor had a parallel research model (one research per lab/base) instead of a queue. Aftershock, Afterlight, and Phoenix Point, which are newer (and not abstracted to a boardgame), do/shall have a queue. But the first two do have lots of researches.
  19. Sheepy

    [V9.0 Geoscape] research - queue full

    The research queue is in most similar games for more than the purpose of starting a new research. It give players a tool to plan future researches, remembering the decisions through game loads and save transfers. Example: play a while, go to holiday, come back after a week, check research & production queue to be reminded what was the plan. In addition, it allows the carefully planned research to happen in the background, so that it can be executed with minimal disruption. For example, when I want to wait for an UFO, mission, or manufacturing, I can mindlessly click "continue research" (focusing on the event I want), instead of browsing through all research projects again (and be distracted). Alternatively, imagine a game state where there is a backlog of small researches that you'd like to clean up. With research queue, you loop through the list once and throw them to the queue as you go. Unpause, dismiss popups until something interesting happens. Without research queue, you will be forced a screen jump every game day or two (or less), and you'll need to scan the list every time to pick the next research. The later is bad UX. The mental fatigue / frustration will add up. So... there is a plan to bring research queue back, yes?
  20. To be fair, Tftd is a bit more than a new coat of paint. Two-tier missions are far more common. Melee weapons. Engagements may happens both on land and sea. A bigger research tree... which messed up. The new coat of paint is also more than a high def repaint. The undersea tileset and the tight ships creates a more terrifying atmosphere, true to the name. So, yeah, I'd say X2 can use a few enhancements too. I haven't heard of any discussions of two tier missions in X2.
  21. Try UFO:Afterlight. I think they got many things right, especially its armour and weapon variety, diverse but not overwhelming. You need to switch both, kind of forced but in a sensible ("realistic") way. I am counting on X2's modular weapon and armour system to do the same, or at least lay a good enough foundation to mod the rest A seemingly minor system enhancements sometimes go a long way.
  22. I remember I was against the more radical ideas from the start, such as the abstraction of strategic layer. So while I feel the same, I think it is a good direction. The X1 formula may not be perfect, but it is tried and proven (esp. the air combat!), and has ample space for refinements. We may no longer see in-development screenshots like before backer builds, but the combat preview has enough improvements to keep my hope up. Yes, I also have reservations about the refinements - would multi-base plus rooms plus staff turns X2 globe into a mini-civ, for example? Well, since X2 is done in unity, its game logic will probably be much easier to mod. That is another hope, too. All that we need is for X2 to provide a good base and become a success (even a moderate one) so that enough modders will be interested. And if it fills the niche of xcom clones instead of the "new xcom" clones, X2 have my bet.
  23. The company "Forward Defense" invented a a new rifle that has five barrels and can fire them together and rapidly. It can sustain a high rate of fire for a long time, by using ammo bin as firing chamber and jettisoning them, effectively using them as heat sink. There is no mention of ammo weight or jam handling, but that looks like a perfect fit for an upgraded Earth-Tech rifle in a game. It even use the new 6mm ammo to make things interesting. https://www.popularmechanics.com/military/weapons/a23552044/fdm-technology-four-barrel-caseless-rifle-army-prototype/ https://www.thetruthaboutguns.com/2018/01/jeremy-s/forward-defense-munitions-l5-caseless-ammo-5-bore-rifle/ Edit: Updated title
  24. Multiple strike group + Making characters more distinguished = crazy micro-management that is not fun for most ("average") players
  25. If I remember correctly, the plan is no more builds until backer preview is ready, a few months before early release.
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