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Chris

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Everything posted by Chris

  1. (They're not in the game yet though, you won't get to play with all the toys until beta.)
  2. Cyllan, adding lots of weapons does not make a good game. Putting in the right number of weapons makes a good game. There's a reason why you don't see cars driving around with 19 wheels on them. There's no point. If you want to mod in a million different weapons that do almost exactly the same thing and are useless beyond the first 20% of the game, be my guest. It's not difficult. But I'm not going to do it. I'm going to do as you suggest - spend my time developing the game. I appreciate this is the first time you've pre-ordered a game and I'm grateful you've done it with us (especially as a premium pre-orderer), but there wasn't much of a selection of basic weapons in X-Com either so the fact you've only got a mere seven starting weapons to choose from doesn't really count as cutting a feature. There's a lot more guns in our game than there was in X-Com.
  3. Jean-Luc is correct. The game autosaves when you leave the game and after every major event, overwiting the previous save. You can't save manually.
  4. There are 4 weapon tiers, either 6 or 7 armour types and I think there are six interceptors. Might be seven. I can't remember off the top of my head.
  5. I imagine we'll have to update that part of the game when we add the other grenades ourselves. It's just the only grenades in the game at the moment are the standard ones.
  6. Hmmm. I'd not thought of that. It's certiainly possible we could map the Geoscape alert buttons to the number keys, but it's not that high on my list of priorities right now. Maybe remind me when the game hits beta?
  7. Yes, you can destroy UFO interior walls just like in the original.
  8. Actually, I'll have the crash survival added to our February milestone. I think it is quite a good idea.
  9. A ground battle isn't going to happen, it's really not the best use of our resources. Having some soldiers survive the crash and be returned to base is actually quite a good idea. Right now the loss of a transport is incredibly punishing and is basically save / load territory. It could work like this: - If shot down over friendy territory each soldier could have a 25% chance of surviving unharmed, a 25% chance of death and a 50% chance of sustaining a random amount of injury / wounding. - If shot down over enemy territory (a nation lost to the enemy) there could be a 25% chance of surviving unharmed, a 50% chance of death and a 25% chance of sustaining a random amount of injury / wounding - If shot down over the sea, all units are lost. That'd make it a bit less devastating than it currently is.
  10. Yup, might well be - it's from star trek somewhere. It's just a placeholder, that won't be the final image.
  11. Release is hopefully before the new Firaxis game comes out. I think they'll be out in the next 8 months, so ideally we'll be out in the next 6 months.
  12. Uh, yeah, we're not massive advocates of piracy here for obvious reasons
  13. Thanks for the feedback narcotic. I'll try and go through it tomorrow, it's getting late tonight and that's a big wall of text to read before bed
  14. Nah, no traits for your soldiers I'm afraid. And yes, each alien race has a unique (or mostly unique) ability on the battlefield to spice things up a bit.
  15. Sorry to rain on everyone's parade but the UFO hulls will be indestructible. It's not feasible to make them destructible due to the amount of tiles that would be required to do it. Plus it also wouldn't make sense you need air-to-air missiles to shoot the damn thing down but then can crack it open with personal battlefield weapons... However we will be implementing C4 charges complete with timers like in X-Com. They'll go boom, and be good fun. Just like old times.
  16. Maybe. With the one-click unequip for equipment it's already relatively fast to unequip everything.
  17. You're right. There's no way to transfer vehicles, aircraft or personnel between bases yet. We need to implement that really.
  18. I'm not sure we'd have a specific mission about this....but it is an interesting idea. If you attack a landed UFO you could find a bunch of civilians spawned inside one of the rooms with some weird machinery (or body parts) in it or something, as if you'd found an abduction in progress. I'll see if we have time for that but it would be a nice bit of atmosphere.
  19. Basically you're free to mod in various types of ammo for various types of weapons (I think alternative ammos can be added, if not we can probably add some code for it) but it's not going to be in vanilla Xenonauts. Ammo management isn't particularly fun and the role of the shotgun is basically to kill things at short range, while the rifles kill things at longer range. The fun should come from the tactics rather than having precisely the right ammo in your gun at the right time. If people want to make a JA1.13 mod then that's cool with me but the average player shouldn't have to become a walking encylopedia on weapons to stop the alien invasion.
  20. Shots may be tweaked to be less accurate and cost less APs, in fact it's more than likely. Sight range, I'm not fully sure yet. It's something we'll look at in the future. For the soldier window situation - yes, there's something like a 20% chance of hitting the window at the moment. I think we'll have to add some code preventing obstacles in adjacent tiles to the shooter affecting the accuracy calculations (unless a unit is actually in cover behind them) as presumably soldiers would be smart enough not to fire their bullets directly into something less than a yard away...
  21. There will be smoke grenades, yes. I probably should stop normal grenades actually generating any smoke or fire at all, leave that to the rockets...
  22. The idea for the motion tracker is that a soldier has to end the turn with it equipped in one hand (it costs quite a lot of AP to equip) and then the following turn it'll place an overlay on the normal display highlighting areas of movement within the range of the scanner. We do want to implement it. It's still a way away though.
  23. Yeah, night mission tiles fade to complete black after leaving LOS. We'll probably update this in the future.
  24. No UFOs land at the moment, they may do in the final game. And yes, we need to update UFO Destroyed in air combat to say UFO Crash Landed if that is more appropriate.
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