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Chris

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Everything posted by Chris

  1. Hah, that's quite amusing. I think it's a sufficiently rare occurrence that the time would be better spent elsewhere though - it's literally never been mentioned before to my knowledge.
  2. It says nothing of the sort, nor are we lazy or incompetent. There are already multi-tile enemies (horizontally) in the game, and there are also jetpacks that let you put snipers on roofs and other terrain.
  3. The new screen isn't going to explicitly show the funding increase / decrease on it. It'll probably just have separate Good / Bad / etc ratings for the aliens killed, civilians and local forces surviving and xenonaut units lost. I'll probably just have "civilian losses slightly reduce nation funding" as a loading screen tip. I'll release some concepts at some point, as it's a bit difficult to have this discussion without you guys knowing what it looks like. @StellarRat - that logic only works everyone knew that particular UFO was going to perform a terror attack, though. If the US had shot Bin Laden a year before 9/11 it wouldn't have been celebrated anywhere near as much as it actually was.
  4. Yes, you're correct, that bar isn't working correctly. For the afterburner, I didn't mention it because I'm limiting the text to 4 paragraphs and I figured it wasn't a key mechanic. I figure the player will notice it and try it out once they know what the important stuff does.
  5. Personally I think you've overestimating the cost of civilian deaths, as that situation would almost never occur. You get a lot more points for general interception work (or failure) than you do from the small penalty for killing / failing to save civilians.
  6. UFOs downed over water should be assigned to the closest landmass. Not sure if that system actually works, though!
  7. You misunderstand my point. The point is that a rating system doesn't understand context. If you lose all but one of your squad members completing a terror site that could be a pyrrhic victory or it could be a heroic victory depending on how well the rest of the game has gone and how strategically important the terror site was, but you'd get the same rating in either case.
  8. Hmmm. Yeah, I can see why this would be useful. However I don't really think it's practical to do unless we stop the mission ending immediately after you kill the last alien (and that's not really something we want to do, because player feedback was that having to play the rest of the turn out assuming there were more aliens alive is frustrating). It's unfortunate that a situation like you mentioned can occur but to be honest I think the cure would be worse than the problem.
  9. You can just Ctrl + click to add maximum available, or right click to add in units of 10 rather than 1.
  10. Yeah, we removed the training function entirely some time ago. We are also going to be redoing the Mission Debrief screen, which ia part of the reason why you currently get no points for completing missions at the moment.
  11. Is this a confirmed bug? If a Xenonaut is stunned, the sprite disappears?
  12. Hi - as people have said above, are you aware you can right-click to spend more TU and make a shot more accurate? The game is very difficult to play without this. I'd also suggest you download the latest experimental build if possible. It has some basic explanatory tooltips in it now, more features and we'll be adding a loading screen that displays tips shortly that should hopefully make some of the game mechanics a bit easier to understand.
  13. Thanks for the suggestions. The air combat point is a good observation and something we've been working to mitigate and will hopefully continue to do so prior to release. Slightly more variation in ground missions is also planned (time permitting).
  14. I'm amazed at how much difference moving the cursor click pixel makes when you're using the Geoscape / strategic management screens. Makes the game feel a lot more responsive!
  15. Hmm. There shouldn't be rooms accessible only by vent. Did the alien actually spawn in the vent? We need to add code to make sure that doesn't happen if so.
  16. Because people get angry if they want a crash site from that particular UFO and they don't get one despite doing everything "right". If they've managed to shoot down the UFO they deserve the chance to do ground combat on it.
  17. OK. We're still going to release V20 E6 / 7 with those changes in place, but as mentioned previously if they make the early game frustrating then we'll find a different way to limit the power of Condors. We need to test the changes more widely than just you and Dranak before we alter them though
  18. I'll point out here that you're all making assumptions on how the game will play, as you've not been able to test the changes first-hand. Give them a try and see how it works out before dismissing them. If they don't work we'll look at revising them again.
  19. Apparently not. I just checked and the prop is incorrectly set. I'll update it for the next build.
  20. The discussion behind the implementation of airstrikes has already been had at length. If you have less UFOs spawning then you only need a couple of interceptors throughout the entire game and I don't want Xenonauts to be a game where only two dozen UFOs appear throughout the entire thing. That wouldn't be much of an invasion. But then something needs to be done about all these extra crash sites. Missions are less tense if they become a repetitive grind, no matter how dangerous they may be. I'm not sure there are actually many people arguing with the fundamental idea of airstrikes, and I think they're a good addition to the game. I therefore think some of the responses do seem a little dramatic. The balance isn't final and will be updated so the player isn't penalised for doing ground missions or other common-sense "good" things to do, but it just takes a little time for the changes to work through the system.
  21. We just call it radar so everyone knows what it does, even though it doesn't make much sense when you think about it too hard.
  22. TL;DR the whole thread. The idea is interesting but the tech tree isn't really balanced around the self-destructing equipment model. Also if we did that, there'd be no penalty for just killing all the aliens with explosives instead of using normal weapons (explosives destroy the equipment so you can't sell it). There's nothing wrong with the idea, but I don't think there's anything wrong with the existing system either. So in situations like that I'm content enough to do what takes less development time and is consistent with the original game.
  23. Radar range increases when you build new radars, the detection chance is the same in the entire area covered and is pretty decent.
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