Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Rodmar18 last won the day on August 17

Rodmar18 had the most liked content!

Community Reputation

18 Good

About Rodmar18

  • Rank
  1. I admit that I had already read this before. That's the third way. It's better than in Xenonauts-1 where regeneration was full scale (but not instant). "they regenerate to full HP at the start of their turn if not killed": this is what I call instant regen. In Xenonauts, lower ranks were regenerating more slowly than higher ranks. What would be best: instant (one-turn) regen + reduced max HP, or step regen + reduced max HP (Xenonauts-1 was step regen + unchanged max HP)? About the last standing Sebillian, we'd have considered that the team do a hidden last sweep before leaving (the same as when they retrieve corpses, items, and materials). The other Sebillians should have been finished manually or else overkilled, though.
  2. In the novel, the revived Sebilian was still one-eyed after 10 min, and not armed anymore (it just tears a throat up with bare claws before being shot once for all). We can infer that "revived" aliens would drop their weapons and act bare hands, like sub-reapers, or as you suggest, they could suffer important penalties. A third way to limit the nuisance would be to lower their max HP each time they revive.
  3. A few thoughts about ranking in Xenonauts-1. I modded the settings so that the promotions take twice as long (simply doubling the requirements). It was quite satisfacting for lower ranks, and CMD and COL was still not so common 10 month after day 1 (running 3 teams). A non linear setting could have worked better, though (for those who want colonels sooner). Having a squad of colonels may sound odd but consider this: what would be the rank profile of a squad made of a handful of jet pilots in any air army? Every rank from Rookie to Colonel, really? Correct me if I'm wrong, but being specialists/engineers, pilots rather start at lieutenant or captain in time of peace. Moreover, a rank is also meant to place a military in the hierarchy. It _was_ used to separate pilots or administratives from base guards, and women from men of lower ranks. Some games (UFO:AI) condition the ranking according to the number of enlisted soldiers and/or the number of highest rank. It's like you have to enlist 20 soldiers to promote your first captain, or have 4 lieutenants (and the related number of lesser ranks) before being able to promote your first captain. Something like this. Not opposing the specialization level concept, why should it replace the ranks? Ranks would add a feeling of reality in my opinion, and I don't know if saying that Xenonauts override the classic system just because times have changed can make for an explanation. Perhaps then, a big mix of all of this could be satisfacting: ranking through missions and deeds (a feel of veterancy versus rookiness), getting promoted when the organization growths or higher rank die and make room (retaining historical ranks), getting specialization levels with access to some little extra skills (hence gaining tactical leadership).
  4. Indeed, one way to manage the situation would be to develop some injectable drug that disable or kill any unconscious alien in the same time as it takes to break open their skulls (only more silently), but that wouldn't settle the matter when the corpse is far away, or there are plenty around and you are urged by the situation.
  5. I had forgot about the way the UFO are coming at the surface: vessel-size interdimensional travel. Whether they materialize in the orbital neighbourhood, or very close to the surface, humanity would hardly get a chance to intercept them before they land, except if, as in Xenonauts-1, they spend hours hovering at high altitude to let our jets greeting them. They were alledgedly not so nimble in the atmosphere at the beginning of the invasion. Now they certainly deploy Interdictor-class fighters and no less than Cruiser-class UFOs to transport whatever they need. One way to bypass a painful and deadly aerial dogfight could be that the UFOs get finally trapped in some "mid-air" stasis the moment when they materialize (after some serious research is conducted), and all that the Xenonauts have to do is to disable the AA defenses in an asymetric duel (perhaps escort can still manoeuvre), breach the hull and board the UFO (to pillage it and/or to destroy it before reinforcements are sent).
  6. I loved how Sebilians could regenerate from a near-death state in the Crimson Dagger novel. Should we head-shot any unconscious Sebilian in Xenonauts-2 to be sure they won't awake 3 turns later? You could say that it's not fun nor of interest to have to shoot at laying down corpses, but I figure some cases were tactics could be quite impacted. For instance, you shot a Sebilian down from a fairly large distance in a densely wooded area. Should you send a scout to finish the business? You hardly won against three Sebilian with heavy and valuable gear, but went under fire and have to leave. Should you set a C4 charge before leaving, to quickly ensure your kills, destroying any spoil in the process? After some initial (traumatizing) experience, the soldiers could get a mean to detect if a corpse is still leaving or not.
  7. Hello, Were evolving units fully satisfactory in Xenonauts-1? Can they be made even better in Xenonauts-2? By evolving units, I mean actors that can be replaced by another ones on the fly: sprites/models, stats, properties. I believe that human/zombie/reaper was archetypal, but I'm thinking about some more possibilities: a heavy team installing a static HMG on a tripod and laying down, a vehicule reconfiguring its turret armament (if vehicules are to be added later in some mod), MARS/spider mine deploying/entrenching, effects on units (animations on props and actors like flameburst on early jump suits, switching on an active camouflage suit, tagging an alien with "paint" ).
  8. I'm not sure about the "means to an end". Proper balance should keep the feeling of a consistent planetary defense simulation, not only a tactical squad game, hence elements of RPG, story, base management, diplomatics, research, ... and air combat.
  9. I should have taken an in-game screenshot but I have not currently the game at hand. You figured the case anyways: how orienting a soldier when a move is interrupted because of not having TUs enough. And I was not clear enough, as I unfortunately mixed two ideas. Let me try again. Xenonauts-1: The soldier steps forward a last time then freezes. He has got possibly 1 or more TUs left (plus 3 if reservation for crouching is active). Shall the ordered move be a straight trajectory, this is not a concern as he already faces next heading. However, if next scheduled move implies an immediate direction change, I found several times that it was convenient to manually reoriente the soldier towards this future direction (to enlarge my vision domain) instead of letting him as the game let him. Proposal 1: Whenever an actor is stopped just one step before turning, and there is TUs enough to turn (and not to both turn and move), at least partially (in case it's 1 TU per 45° turn), then prepare the turn and oriente the actor as much as possible towards next heading. Spare the player this micromanagement. This feature could be a setting option. Proposal 2: Whenever an actor is about to step forward a last time before turning and running out of TUs, then stop him. Let the player decide what to do. That would stop a soldier before a corner, one step before proposal 1 (in which case he stops at the corner and turns on the spot). I'm not sure about the usefulness of this second proposal and I list it only because it's what I happened to suggest in my previous post.
  10. No, you only train your guys with fast action weapons. When they get trained enough or when you recruit already fast guys, then reflex shots may occur with sniper rifles and LMGs, as you would expect. This should be close to reality enough. Reflex shots are not like overwatch stance in other games, even with 100% TUs. Just don't recruit too much slow troops, or they will serve as heavy weapon platforms and mules forever.
  11. Why should you access to UFO's stats you encounter for the first time? You know the enemy so much only after a proper study. However, there could be a two-levels Xenopedia entry: tactical report analysis (after one to four aerial encounters or ground missions), and post-research reports, when a proper reseach is funded about a wrecked or intact item/UFO/alien.
  12. Rodmar18

    Xenonauts-2: Research Tree

    Research results and choice A middle ground between fully mutually-exclusive research paths (or choices of branching), and the system in Xenonauts-1, could be that at some point during a research project, the player could be faced to a choice to answer a sudden and unexpected breakthrough or finding: do we exploit this new (secondary) direction at once because it saves us time and funding, leading to a potential added discovery, but certainly straying us from the scheduled researched topic, or do we follow the scheduled research project, do meet the cost and delay, keeping in mind this potential new research direction for latter (not benefiting from the actual research "momentum")? Practically, the player would have sometimes the possibility to postpone the current research because a new one would have suddenly been made available. The consequence of the choice would simply be the order in which both researches are completed, their cost, etc, and not that one of them becomes artificially unavailable. Continuous research = thoroughful research What I found quite simple in Xenonauts-1 was that almost all researchable items were researched but once. Study but a single new weapon for some days/weeks, and voila, all the other items can be destroyed or sold. Of course the research tree was self-consistent for that purpose, but I think that it deprives the research aspect from some depthness. Research projects could consume more than 1 item. Sometimes, a research would stall because we lack further material to complete the testings and studies. Researching a given item would randomly give access to fractionnal knowledge only (at a cost of 1 or more item each time, see previous point). To unlock all potential knowledge, you'd have to study the same item several times (while consuming even more items). Sometimes, you could unlock a random associated knowledge, i.e. not all potential knowledge would be unlocked for sure even if this item is scripted as being a 5-times researchable item, and you already completed 5 researche projects on it. Perhaps the hidden knowledge will be unlocked later, through another item's research, or in another game. Likewise, dissection would require several corpses, and vivisection would consume several prisonners. Interrogatories (not vivisection) could require several living and cooperative specimens. Making a specimen cooperative could have a chance to kill or consume faster said specimen. Feedback could be systematized. It was implemented for some projects in Xenonauts-1, when researching a new topic would open a new direction on another already researched topic. But this unlocking new topic was merely seen as a prerequisite for a new (yet related) topic, rather as a way to reopen and append an already completed topic. Now, interrogating an Officier could lead to additionnal results when faced to a captive Leader, because of a change in behaviour or consciousness, an upgraded alien armor could induce a feedback on our own weaponry design (rather than unlocking a new tech). As a result, the research tree could be well more fragmented and interwoven, like some crazy(?), complex puzzle, although the player would still be presented with but a few generic research projects, because some of the research topics would not be researched directly, and would only be unlocked and completed as by-products and side-effects of the many research iterations conducted on the few available research projects. This should keep the total number of available researches to that of Xenonauts-1. For instance, while studying the varied alien weaponry, Alenium Cell would certainly arise as being an available research, due to its prominency, but researching alien magnets, alien plasma generator, alien scope system, etc, wouldn't be directly possible, and their result would only appear when completed through researching items, and as prerequisites for newly unlocked prototype research. Alenium cells and MAG weapon If I understand the problematic of current irl MAG weapons well, a compact, powerful energy source is definitively what we lack the most. I don't see how all of a sudden we could design battle-ready MAG weapons out of 2010-ish capacitors or batteries. We still need some magical alien tech here. Using alien weaponry If the Alien ever happen to think that humanity can size and return their weapons against themselves, then their answer would be swift: to add a biological or mind-controlled lock mechanism as an additional security. But perhaps, they might be slow to correctly assess the menace, and only their most deadly weapons would feature this added security. Alternate weapon fire modes/effects Cone-shaped area-of-effect weapons should be implemented better (with full modding support). I remember that visual effects were lacking in Xenonauts-1. We can also have alternate "grenades" that would generate damage for a few turns (like neutron/gamma ray/sonic wave/graviton emitters). A likewise mechanics would allow ammunitions to have evolving effects upon activation (effect associated to each combat round). For instance, delayed-blast grenades or bullets (small ballistic damage on turn 1 when hit, explosive damage on turn 2 or 3). Some weapon/ammunitions could use two (three?) damage types, like explosive (burst/blow) and incendiary/thermal, or incendiary and ballistic/shrapnel. Some damage types generated in an area of effect could depend on the distance to the central point. That would allow for more realistic hand grenades (irl grenades have a fairly large lethal radius, as compared to those in Xenonauts-1, but they don't vaporize their target at max lethal range either). In Xenonauts-1, I think that ammunitions generate suppression on their way to their target (generating suppression damage in a narrow corridor on each side of the trajectory). Some damage type could also (marginally) be applied all along the trajectory, such as EMP and incendiary for raw energy missiles (non encased plasma balls). An old request: allow suppression to be generated by both the weapon's fire mode and the ammunition. It's difficult to figure that a smoke RPG grenade/rocket generates the same threat as an incendiary or a shrapnel one. Perhaps on its way, when it passes close (see previous point, that would account to the fire mode's suppressive part), but not upon impact and explosion (ammunition's suppressive part).
  13. Perhaps one aspect of ground combat's gameplay could benefit from a little discussion. In Xenonauts-1, when you order a move that can't be terminated on this turn (path indicator ending in red), your soldier ends his/her turn facing the last direction headed before movement's end. Even if this is not really your choice because the soldier was about to change direction (if more TUs left). Having ran out of TUs, the soldier can't of course be used for reaction fire, but he/she could have been useful to watch enemy movement in the direction of next move (simply because the enemy is coming from this direction. The player has to realize that the scheduled move won't end on this turn, then stop the soldier before last hex to get enough TUs to reoriente and crouch. There is a TU reserve to crouch, and not to reoriente. Some micromanagement could perhaps be avoided if, each time that a scheduled move is truncated just before a turn (as per the original path indicator), the movement engine anticipates, stops movement and let TUs enough to (manually) reoriente the character in the scheduled new direction (that is expected to be headed on the next turn). On the little sketch below, a soldier is ordered to turn around a corner (X). Possible movement is (o) and postponed movement (red path indicator) is (.). On the first two situations, if order is confirmed, the soldier either stops before turning (has a last move before turning), or just after turning, facing to the direction of interest. On the last situation, movement is stopped with the soldier facing a direction that can be of no interest and there's no TU left to reoriente. The player has to manually order situation 1 after having noticed situation 3. Believe me, I found this situation quite often during my play. . . . . . . o o . . . o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o XXX o
  14. Rodmar18

    Xenonauts-2 Kickstarter Stretch Goals

    Geoscape situations Any NPC encountered during a ground mission (or only during briefing/debriefing), or related during a Geoscape situation interaction could be named and reminded. They would help building the national resistance/intelligence network, and they would be accounted for your diplomatic missions (when you send operatives on covert operations). I mean that if you helped or saved 2 local officials, one minister and a firm, and fought off a terror attack on one city, this could result in more than just diplomatic score (and material instant reward). One can even figures that a local militia decides to give you a hand during a ground mission because you helped it a few month ago. Then, you start the mission with some allied soldiers, or a ammunition depot near your landing zone (of course, this implies that the local militia is aware of this mission).
  15. Rodmar18

    Xenonauts-2: Soldiers

    Did you try the psionic mod for Xenonauts-1. Imo, it could be of interest if you could test it and return to post a possibly renewed opinion, or confirm this initial statement about psionics potential in Xenonauts-1.