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Rodmar18

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Rodmar18 last won the day on July 16

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  1. Another hint (not really helpful with the initial rush on terror missions, though): - exploit the fact that you can hear when somebody get killed by a reaper and when a new reaper hatches. Let's say that there are 3 reapers at the beginning of the mission (if they didn't die in the crash). Count all the dead and look at stains of gore on the ground (another evidence to zombification (red blood) and mutation (corpse)).
  2. If I can't play the Xenonauts-1's mini-game, that is piloting the planes "myself", I'd go for a much automatized combat solution, sit and see the result of my orders to the wing commander on my base's screen. In this case, the air-combat window wouldn't have to display any UFO/aircraft movement: all crafts would simply be drawn static along with a handful of statistics (height, speed, direction, damage level, damaged systems, ammunitions left, ..., some of them depending on my tech level and some other just displayed cosmetically (height?). If I'm a base commander without a joystick to pilot my planes, I can only issue initial orders and cross fingers if I'm blind and deaf. But if my tech level is high enough (fast communications, dynamical monitoring), I could issue new orders and the fight would become nearly turn-based. How to design a turn-based automated fight (automated to a base commander point of view, as he can't do anything between issuing orders)? Engaged squadrons would be mixed (no 5 planes identical) and modulated (weapons, equipment) depending on the mission, prior to take-off. On the first turn, the player would issue several orders to each squadron: stance (defensive, careful, aggressive, standard, testing, support (another squadron)), min engagement range (short, medium, long), main/preferred ordinance (cannon, missile, torpedo, equipment 1, equipment 2)... (I'm not sure of what "telegraphed UFO's actions" means). This would build a squadron's primary set of orders. If wanted, a secondary set of orders could also be defined for same squadron (if not overcomplicated): the combat AI would then switch from one to another according to the situation. There would be automatic features as well, such as use decoys and short range ECM. A set of orders would result in several combat parameters: speed, fuel consumption, chances to hit, chances to be hit, chances to evade damage that would be opposed to the UFO's own parameters. The combat AI would simulate a turn of combat by mean of several micro-rounds, as if a duel occurs in a real time strategy game. You would see on your screen the "instant" results as the action unfold. There could be several turns when a UFO + escort is engaged by 3 squadrons. The duration of a combat could be quite short indeed, as compared to Xenonauts-1's combat where I would pause the action on every 2-3 seconds. Here, you would pause at the beginning of each turn (2-3 turns?) to issue new orders, i.e. adapt your squadrons' fighting parameters. Of course, this mini-game would need some scripted AI, as it would be equivalent (but I'm not sure) to an autoplayed ground combat between two squads.
  3. Rodmar18

    Xenonauts-2: The Geoscape

    Like we are really outgunned and scared this time, and don't act like in some cheap TV shows where Aliens are as dreadful as Cold War Russians, Vietcong warriors, or WW2 Germans (from a US point of view).
  4. We could have the best of two systems.
  5. But let's just stop calling it "X2". It's a space simulator.
  6. What if we had not enough advanced fuel? A way to limit the number of planes fielded could be to make elerium/whatever fuel much more rare. Either you construct and maintain a lot of basic planes (just one bit superior to conventional, allied planes) and see them being maimed quite fast, after the first few weeks, or you invest in hybrid tech to be able to launch the aimed limited number of balanced craft. That, rather than the maintenance system. About environmental factors (to make the game less repetitive) Each time a fight is initiated, at least two factors are rolled: Solar activity, Cloud density, ... These factors would differentiate the battlefield in impairing vision/short range aiming of un-upgraded human planes, jamming sensors/EW/CEW/guidance systems, basically altering the attack and/or defence figures. Also, specially equipped planes could use EW/CEW ordinance that would affect one lane, one range or all the battlefield for 1 or more turn, etc. (Those decoying system could take a weapon slot, hence the need for more than three planes) (I know that you'd prefer less factor to make the balance easier, but this could be added afterwards) Combined weapon attacks I remember a game were you'd need to first pierce external hull with AP rounds before sending in HE rounds to wreck havoc in the internal structure of an UFO. You could say that elaborated weapons would have both effects in sequence but still, it could be interesting if you need a harasser to soften the target/lower the shield, followed by a killer to exploit the former damage. Not only would the planes' roles diverse, but perhaps the weapons' life duration could be enlarged (still in need of a laser canon before launching plasma torpedoes (or the reverse)). Hard point targeting On capital UFOs, it would possible to specify the kind of attack/aiming: propulsion, weapon system, life support, reactor. In case of success, not only would the air combat's odds turn to be slightly different, but the crash site could reflect the actual damage's location as well. Some weapons could perform better against particular hard points.
  7. I've always thought that the organization's name was X.E.N.O. or Xeno, and that its members were the Xenonauts, although I have to agree that they are not meant to travel with/through "xeno" (as the construct would suggest; see astro/cosmo/spacenauts, and argonauts). Perhaps this explanation was introduced by the Crimson Dagger novel?
  8. @Rifle Infantry Although I'm not a lore master, I can't help but think that several points of your first post conflict somewhat with Xenonauts-1 lore, or the one I had understood, at least. Lore/background in Xenonauts-2 could be different of course, and your ideas could represent some first misconceptions before the humans fully understand the alien organization, and given that the engineered alien brains deeply alter the original species' behaviour. I think that it's difficult to speak about various aliens' psychologies until the kind of domination that the superior species claims on the subdued species is not certain, and you know what level of freedom is granted to them, depending on the rank/class. Several paragraphs in Xenonauts-1 hinted that some cultural memory were still used by high-ranking individuals (e.g. customized uniforms). Then, as Sebilians were speculated to belong to a former hierarchic, warlike society with a kind of "honour/war" code. I expected that high-ranking individuals would have memories of this, to a certain extend. Harridans were not mindless thrall and were depicted as skilled pilots, and space-born technicians as well as sharp shooters, owing to the fact they might consider their weapons as another tool, and their deadly task as another technical job. They were only described as utterly autistic and focused. Cracking the master code on Androns was seen as a possibility to free the former Andron personality if possible. Do the clones return in Xenonauts-2? Back to Xenonauts-1, every alien belonging to a subdued species, in a given class, was a clone (e.g. any Caesan non-combattant was biologically the same as another Caesan non-combattant). Moreover, every such clone had only a shared class-personality and a short-term self-preservation instinct. A clone could face interrogation and destruction with calm because he believed in a kind of intra-class immortality (this perception being more elaborated the higher rank/class the clone was). As I understood things in Xenonauts-1, and as I'd see them in Xenonauts-2, Each superior species individual (a "master") benefits from total freedom, and controls a number of partially lobotomized/locked/engineered subdued species clones, depending on its power and influence in the "Empire". However, we are informed at the end of the game that the captive low-power master is knocked out (or confused) when its superior is killed. Perhaps, the hierarchy in the masters' society (the Empire) is build through/is doubled by psychic subordination and dependency (and mental link). Each clone is programmed to believe that he's immortal and that his current corporeal form is just as useful as the mission needs it. In other words, none of them fear torture nor foreseen destruction because they somehow know that a copy of themselves is waiting for being activated (this is what they believe in, not the reality). A high-ranking clone could explain that "he" is actually many and one at the same time. Though the lore bits in Xenonauts-1 dismissed any kind of hive mind (in a given class/rank), it was not clear how two same-class/rank individuals would refer to each other: Are we one? Are we different? Are we mentally linked? Am I ever aware of the other one? As high-ranking aliens seemed to have reminiscent cultural traits, the brain programming in the cloning process could be akin to a hard disk copy, with original data keep being transmitted from the original clone on. Each superior species individual (a master) controls exactly two overseers (leaders), one Caesan and one Sebilian. These species were allowed to be integrated in the Empire because they can work together in a complementary way. Those clones have a high degree of self-awareness and freedom of action, are highly skilled and trained, but still believe in their immortality. They are aware of each other, have a limited insight of the Empire's organization (including the belief that their own species was conquered by a master race, and allowed to serve), know the existence of other "masters" and their own overseers, and of the mass of "thralls". They just believe that they serve their master because it's the natural order and are perfectly loyal to him. They are mentally linked to him, they are his eyes and ears, and even his advisors (in their respective field of proficiency). Two same-species overseers (e.g. two Caesan leaders) can't be active at the same location at any given time, but perhaps, powerful masters could control several same-species overseers sent on different missions (and locations). The two overseers control the lower ranks, either directly, or most often by means of mentally linked controllers (officers). The mental link is the only psychic power allowed for Sebilian overseers and controllers. Controllers perceive the different species which they have to work with, so that they can use their assets efficiently (i.e. a Caesan officer may control a Sebilian soldier). They don't know anything about the Empire and the masters, and only knows about "the one that sees all" (their overseer). They are highly autonomous at a mission's level, and don't need to be constantly fed with new orders. All the lower ranks but the Elite have low self-awareness and the lowest of them barely understand the goal of their mission. They need to be fed by orders from a controller, except for basic fighting tactics (returning fire, scouting, ...). They can be asked to kill themselves. Any species can be produced at a special rank/class code-named "Elite". These individuals are the best engineered of their species. They are awesome combatants and seem to be only dedicated to kill. In that sense, one can ask if they are not even more powerful than the original species ever used to be. Hints suggest that they are as able as controllers, and the fact that they wear the best equipment, armour included, should mean that they are the most valued troops, worth to be spared, even for clones (or else to be reserved for heavy duty). Their value on the battlefield put them on top of the controllers. However, as interrogation doesn't give additional information (and is not included in the game), it's not sure whether they could partly share the high degree of awareness and freedom of overseers, and form indeed a cast of semi-autonomous clones (no need for controllers to be efficient), or else be like a more durable, beefed-up version of the same "mindless" warriors, produced only when the opposition becomes very harsh. Only after this clone question is answered to, the different personality of each species (both perceived and real) can be sketched, to lead to every class/species combination.
  9. Hello Solver, perhaps IKruglov wants to save disk space? I ask in case X:CE comes with many languages in the future.
  10. Rodmar18

    [Tool] Xenonauts geographic tool

    I had to guess the formulae myself to help with the Geographic Addition Mod, although I can't be certain yet that they are 100% accurate. I need time to test, and I've chose to do something else. Being just on my way to leave now, I can only assure you that original (not modded) Geoscape coordinates and geographical coordinates are linearly related, and that doesn't prevent some odd locations to appear, however. I expect that some additional offset has to be added. More when I come back. You can also click on the Geoscape at a wanted location to read its Geoscape coordinates, in the meantime.
  11. I think that secondary bases helped in feeling like defending the whole planet as well, and not only my patch of land, and the rest if I have fuel and time enough. Like building a base in Borneo. A less centric view, if you like . However, in Xenonauts-2, there are new features to help feeling quite the same, so that, perhaps, secondary bases could be both more simple, more specialized, and less critical. Players who want a single stronghold, would feel like having their HQ in the Command Room of ATLAS, and shouldn't oppose this composite system. Players who want a network of resistance/subversion nests would consider that their HQ is linked to the Command Room of ATLAS and monitor the other locations (as in Xenonauts-1). These secondary bases could be lost and retaken or rebuild elsewhere. They would be build in a variety of buildings and landscapes, and this would allow modders to design specific maps around them. Like in the Thunderbirds motion picture, installations would be concealed to be nearly unnoticeable. Such a base could be a hangar/technical area, a lane, a radio room, a store and a living quarter (and a bar), like in those dusty backwaters airports. Another one would be a shielded and secured three-room lab hidden in a common factory or a docking area.
  12. Side view versus top-down view: I personally don't much care of having a side view with slots to be filled or excavations to be conducted. I mean that I have no educated preference. Also, I don't understand the excavation argument: we had to spend several day building each facility anyways (but I didn't play Firaxis XCOM). When I see the demo base layout, it makes me think about: As compared with the motion picture, it looks like Xenonauts-2 main base lacks of discretion: wouldn't such a silo facility be detected from space even if looking dead empty? There could be room at the surface for some small wooden structures that could house non critical storage and systems (likely to be lost to any bombardment, but quickly replaced). Also, there could be lateral tunnels leading to satellite facilities, if wanted expansions don't fit the original silo installation (a bit like those lunar bases: Space Odyssey http://www.nemotechnik.com/2001/base.html Space 1999 Satellite bases would be smaller and possibly unmanned, or could house thematic systems (labs, workshops, hydroponics, stores, magasins...). Base defence: As for base defence, what I missed in Xenonauts-1 was the possibility to prepare the defence before it actually happens, and I oddly had to discover the terrain during first base attack (Xenopaedia had only a small 2D-view of first floor for each structure). If base defence map is now preset and of limited size, then I'd expect a screenshot of it as a Xenopaedia picture, or better, a map viewer feature that would allow me to become familiar with said battleground before combat happens. Single base versus multiple bases: In all of my games (Orig X-COM, Xenonauts-1, UFO: Unknown Enemy), I took care and pleasure in building nearly one base per continent, although it wasn't an utter necessity (in some games, you have to build two alien containment facilities to study the aliens, or have a four-workshop base dedicated to dismantle secured UFOs and building aircraft). Three operation teams plus base defenders in case the alien attack when a strike force is sent on mission. The housing capacity of living quarters was one of the reasons to expand, because I hardly could have two labs, three workshops, four hangars, plus a double team (recovering wounded and base defenders included) with only one forty men quarter (depending on the game). Economy never prevented me to do so, and base development (placement, coverage, specialization, defence) was a component of the strategic layer. However, some facilities could be now partly externalized (niche research, non critical manufactured items, training, funding) all other the world, hidden in public agencies or large firms. Gameplay-wise, this could lead to such a dematerialization that only global figures would be received on each month (or so), like we had the funding system work in Xenonauts-1. Covert operations from both sides would alter that income in one direction or the other. Some of those shadow helping hands could generate missions to infiltrate or extract a scientist, to settle or defend a small hidden laboratory in the jungle, to retrieve a container full of Wolf armours, etc. Also, some of those income could be mission rewards. For example, on winning a mission, you could gain a small permanent research strength (specialized in communications), or secure a deal for a dozen of medipacks, to be delivered at the end of the month, on top of receiving resources or having personnel joining your base.
  13. Rodmar18

    More RPG Elements

    Scientists would be designed the same as engineers for that purpose. Those non-combattants would have the same stats as soldiers, except they would be lower. Basically, they could use a side weapon, medipacks, etc. These stats would rise through the same system (levelling up), except much more slowly, though I'd expect a seasoned physicist who have specialized in artifact retrieving for month to be at least as battle-ready as most rookies. Each non-combattant would come with one proficiency and could "learn" another one during the game. These proficiencies would rise by conducting research and/or prototype production. Any non-combattant could/would be assigned to a ground mission, a strategic mission (infiltrating a hostile laboratory, visiting an allied fabric), or a base defence mission. They could be mandatory to help securing artifacts, and evaluating assets before their destruction or before having to flee, but if you engage them on too many missions, and take too much risk, blame yourself if you loose them (and other lives). Proficiencies could be: xenobiology, human biology and augmentation, astrophysics and space-born vessels, engines and life-support systems, ciphering & xenolinguistics, chemistry and physics of materials, mechanics and manufacture, weaponry and armoury, deception and psychology, tacops (tactical evaluation), computer science and security systems, communications, ... Some proficiency could be shared with soldiers, like stealth and spying, diplomacy, ... Each research project (fundamental, applied) would have several tags that match those proficiencies. Each non-combattant assigned to a project would contribute depending on the number of proficiencies he can use, and their level of proficiency. Each project would be defined by an average rating (or a man-level-hour number), and computing of the time needed before research completion, given the actual crew assigned to it, shouldn't be that hard to design. As there would be a limited number of scientists (as/if there are a limited number of soldiers), manually affecting them to a specific project, or letting the game automatically choose the most useful ones, shouldn't be much of a pain. If a non-combattant model is ever made, then pilots would be built the same, with same stats (higher values) and air fighting related proficiencies. Of course, they would be present during a base defence mission. By the way, any hospitalized personnel would be present during a base defence mission. Except if you consider the alien having a sense of honour and despising easy kills, or being so loud, that a whole base personnel has time enough to rush for an impervious bunker, and still be helpless when the only surviving alien has managed to kill the last defending soldier.
  14. I didn't vote for the first proposal, although it fitted to Xenonauts-1 quite well. Imo, a planetary defence situation should be more global, covering several aspects than Xenonauts-2 is not deemed to cover, if I understand well the game's setting. Not to say that any kind of defence seems to require an ongoing attack. This time, I feel like such a title can be quite misdirecting, and thus could generate grievance for new players. I mean that assaulting the Death Star with a Millennium Falcon and a squad of samurais is not what I'd call a planetary defence situation, even after a planet-wide, covert struggle that lasted some month. If you allow me the parallel, I would rather see a planetary defence being closer to Eisenhower planing for Neptune-Overlord and Anvil/Dragoon operations, except that the enemy would be space-born and attack the whole planet. Perhaps Xenonauts 2: Planetary Guerrilla could fit?
  15. Perhaps I'm out of topic, but what I missed in Xenonauts-1 is that Xenopaedia wasn't dynamic. I mean that there was only one text per item. That doesn't help finding the Xenopaedia soĆ¹ething more than a mere in-game game manual rather than an active part of the game. Granted, this effect was somewhat alleviated with the "item class" research and associated text (like Laser Weaponry). Other games introduce a pre-research text, and soon replaced or appended by a post-research text. This makes the Xenopaedia more lively and fitting close to the campaign advancement. However, it still feels like just "let's browse through that already written game manual". Could any topic (item or analysis-related) be linked to several text bits that would update the associated Xenopaedia page only if due discovery is made (either through encounter, research, etc.)? The more lively and dynamic it would feel like if those text were signed by different protagonists (head scientist, TACOPS, Survey, Chief Engineer, etc.). Each page would now appear like an appended discussion page, with complementing information, eventual argument and pun, and possibly even misdirection and changing of mind. For instance, when translating the Xenopaedia, it was obvious that many things were made implicit whereas the player could have witnessed (more so) the life of laboratories and workshops. Things could go as far as dynamically renaming a Xenopaedia entry (and item names): did we code-named this alien UFO/species a Fighter or a Little Grey at first? Now we choose to name it an Armed Scout or a Caesian rather, and we explain why this change of mind. Likewise, we won't encounter "Psions" anymore before we actually evidence psionic effects on the battlefield, and we research on the topic. Did we think that plasma weaponry was the nec plus ultra? Now we append or correct the Plasma Weaponry page as regards to our newest discoveries, at the same time as we start to investigate on a new technology. Now, we don't retrieve a "Leader" from the battlefield until we know it's not another "Officer". We would need alternate names (one or even two per item), that would be used based on this item knowledge status. Each Xenopaedia page would be made of text bits that would either complement each other (based on research paths), or replaced each other (based on upgraded knowledge). The head-scientist would only ramble on scientific matter (plus whatever he _thinks_ he's proficient in, of course), the head-engineer would add a technical remark, the TACOPS would advise on the first deployment, and then would provide several after-battle reports (when relevant, as when we first attacked reptilians with ballistic weapons), etc. Of course, this would overall require more writing work, but mainly a clever cut of existing writings (from a Xenonauts-1 point of view) and a reallocation of those now smaller text bits to the proper in-game emitter and trigger(s). We would need a better text editor module, as upgrading/inserting modes of a given Xenopaedia page would have to be diverse, like "append this bit" (= "insert" when this bit is not the last one), "replace this bit", "append current page" (at whichever state it is), "append page" (always at the page's end, like a foot note). This could result in ending two different campaigns with slightly different pages in formatting and content, reflecting the way you played each campaign. We would also need a way to notify the player about a critical/non critical change made in an already started page (In Xenonauts-1, the player was only notified for new pages, of course). A colour code could be useful and not too obtrusive here. There could be a game option when non critical changes are not notified. TL;dR Each Xenopaedia page could be dynamically formatted and upgraded based on encounters and battlefield findings, researches, and campaign evolution. The whole system should be transparent enough to any players who don't like getting lost in reading the Xenopaedia, though. For instance, a paragraph (bit) written to appear on the Fighter's page could be qualified as: name = fighter_bit3 emitter = headScientist requisites = encouter X, research Y, gameTick Z type = non critical mode = replace bit3 content = Contrary to what we first thought, based on early interception cases, this class of UFO has not really for vocation of bla-bla.. ... We however decided to keep with the "Fighter" code-name. As for most of the suggestions made in the forum, the above is less a demand for a full feature on delivery (else I quit) than a request for a scripting system that would in this case allow modders to augment the vanilla Xenopaedia with modular writings!
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