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Chris

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Posts posted by Chris

  1. Well I think the idea about UFO analysis might still be the strongest candidate. It makes sense from a lore point of view because there's lots of UFOs popping up everywhere instead of just one that appeared 20 years ago. That means there'll be a lot more tracking data to play and experiment with.

    This would quite easily lead into a way to refine the radar signals in order to get an idea of the size of the UFOs (and whether they have escorts or not). This would also be a good scene-setting project from the lore point of view - the basic premise is that the UFOs are vastly superior to human interceptors but are poorly suited to aerodynamic flight, which makes them vulnerable. If we explain that early then it plugs a bit plot hole right from the opening.

    So that's one possible research project. Ideally we'd want another two.

  2. Not quite sure I follow your logic, Nemeo - the idea's just an extension of the current pre-order structure, which is you pay now and the game will be better for it. This is just providing specific instances of how the game will be better if sufficient numbers of people buy it and we can raise that amount of money. And giving people the option to donate extra if they want to.

    If the funding thermometer gets hit, everyone gets all of the features in the intial release of the game and I imagine the majority of there revenue would come from people buying the game by donating either $20 / $30.

  3. I think I played F-15 Strike Eagle and I seem to remember the Wing Commanders had something a bit like it - but in many ways it's just extrapolating from X-Com and XCOM.

    X-Com had art in the background of the menu, mostly to stop it looking like a horrible spreadsheet. The new X-Com is trying to look like a strategy game by having a base you walk around in and talk to the rest of the team, and I imagine it'll all change visually as you go through the game and unlock new technology. I thought that was a good idea, so I stole it.

    That and the previous GUI style (the one currently in the game) seems to have gone as far as we can take it. I've tried on numerous occasions to make it look prettier, but I can't seem to make it work. Hand-painted art can look so much more colourful and attractive while also being more immersive. The challenge is just integrating all the information into it and keeping it intuitive.

    Plus, it's just good to be different sometimes. Gives the game a lot more of a wow factor if you do something unusual.

  4. Two other ideas floating around in my head:

    1) Geoscape AI Allies - At the start of the game, you only have one base and therefore can only protect part of the world at once. In order that part of the world isn't lost while you're powerless to protect them, it'd be good if each region had at least one NPC airbase in it that sent fighters out to engage the UFOs. These bases would be targeted by alien forces (maybe that's where the airborne terror sites could come in) and wouldn't scale up as the invasion did, so in a few months they'd almost certainly be destroyed. However it might buy you enough time to establish the Xenonauts wordwide and take the aliens on properly.

    The second idea was for something we could do around the project - an art book containing the best artwork of the project and some information on the artists themselves. The idea is that premium pre-orderers would get it at cost, while it would be on sale at $10 more than that for everyone else. I'd have to look into the price for it (it may well not be worth it), but the one thing this project does well is the 2D art and it'd be good to start offering Premium pre-orders some kind of benefit...

  5. I'm going to add a list of bugs here that we've decided are low priority and can wait until the beta to fix. Stability is important but it's more important to get the new features in that fix the relatively minor ones. Sathra, perhaps you can consolidate these into your existing list so we have a big old to-do list when beta arrives?

    BUG – If you try to sell a captured item (for instance, Alenium) on the Stores screen, the game will sell an extra unit of it every time you do it. It does not do this for manufactured items.

    - Keybind menu has no OK button.

    BUG - If a soldier goes into battle with a two handed weapon equipped and is over his weight limit, when the mission ends (if he still has the weapon equipped) on the Soldier Equip screen he has double the weight penalty to his APs that he should have (what he had before the battle). If you unequip and then re-equip the weapon in his hands, it reverts to what it should be.

    BUG - If two research projects finish at the same time then the game only loads up one in the Xenopedia. On leaving the Xenopedia the first time, it should load up again showing the next piece of completed research.

    BUG - Save game in-game dates are always a month too late – a save game made in June will display the time of August in the save game information.

    BUG - If you start a game, exit the campaign, then start a new campaign, vehicles are still getting consecutive numbering from where it ended in the previous campaign (the starting vehicle is Hunter-003).

    BUG - If you set one of ‘Select Vehicle’ hotkeys and change it to Control + <number> then when you exit the menu and reload it again afterwards, it is changed to Shift + <number> instead.

    BUG - Sorting by ‘Armour’ on the Personnel information screen doesn’t work.

    BUG - Clicking on any block of text (for instance a research item description or the Course Data block on the Personnel screen) makes it turn orange for some reason.

    Also these two should be fixed now - although its tough to check the latter as the inventory screen just crashes for me when I load it:

    - Dropped medipack uses Assault Rifle ground item image.

    - Starting mission with AP penalty due to encumbrance, dropping items to reduce weight has no effect on total AP.

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