Jump to content

Rodmar18

Members
  • Posts

    144
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Rodmar18

  1. @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,

    1. 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).
    2. 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.
    3. 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).
    4. 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.
    5. 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.
    6. 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.

  2. 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.

  3. 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.

     

     

    • Like 1
  4. 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?

  5. 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 soùething 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!

     

    • Like 1
  6. Should an advanced AI be able to make errors? What I mean is, in case the programmers get to a "level 5" AI in the end, could a single unit have a chance to fumble, especially when under stress, and behave at "level 3"? History is full of bad decisions taken for various reasons. Does "fuzzy" AI exist, where you replace each branching by a set of branching, depending on (directed) random fortune?

    For example, the duel turned to be a draw and both the alien and you are half dead. It's the alien turn and "he" knows that if he stays here one turn more, he will be dead, plus he sees that your distant mates prepare to shoot at him. Based on the AI (mainly the distance of your mates), and the designed alien psychology, the alien would either shoot, kill you, and be soon dead, or take the chance and run for cover, because he thinks that he can still do more damage to more people, on the next turns. This kind of decision has not to be deterministic, except for (terran only?) robotic units, mind controled units or cheap clones that have little concern for themselves. I'd love a game where the alien would shoot at you (as you expect), but only in 6 cases out of 8, and would take the chance in 2 cases out of 8. Another example is when an omniscient enemy AI would have the map revealed and two of your snipers located, and still have one chance on 10 to send a unit in the open just in front of your snipers.

    Obviously, with such a "fuzzy" advanced AI, the concept of confusion would shine: just unbalance the finely tuned set of random chances, and make the most viable behaviour the less likely to occur.

    • Like 1
  7. Same here. Game launcher uses Wine but all the game files and mods are stored under the "Steam for Linux" or Steam OS tree, not under any Wine prefix tree (as in case I had manually installed a non-Steam, Windows version of the game, or if I had ran Steam for Windows with Wine), and those files are Windows typed. Problem that I have is that subscribing mods on Steam doesn't work (they are never downloaded). I have to manually download the mods I want to play with, and put them into './.steam/steam/steamapps/common/Xenonauts/assets/mods' (all my Steam games, whether Windows or Linux versions, are stored under './.steam/steam/steamapps/common', by the way).

    Is there any people at Steam who can be asked to "backport" any update on Steam for Windows to Steam for Linux?

     

  8. Having a scope glued to the eye wouldn't mean that the game is deeper either. I figure that the aiming and actuating times are included in the TUs needed to shoot with a weapon. In this game, a sniper doesn't benefit from having a teammate who give him directions. He has to choose a target, aim at it (narrowing his view cone if you like), shoot at it, and then assert the situation again in the same turn. Adjusting the vision cones as regard to the current action would mean segmenting the TU pool even more: either you'd aim, shoot, crouch, or make a few steps, etc. A middle path has to be chosen.

  9. On 6/7/2018 at 4:00 PM, Drakon said:

    I've refrained from commenting on my views regarding weapons and ammunition in Xenonauts so far, but you want realism? Fine, here we go.

    On 3/22/2018 at 2:52 AM, Rodmar18 said:

    If a 500 mW laser deal "serious damage" at 500 feet (150 m), then why do all the special forces in the world wait for equipping themselves with combat lasers?

    Primarily because the transmission from energy cell to laser to heat in the target object is WAY less efficient than from chemical propellant to kinetic energy in the projectile to physical deformation of the target object.

    Did you read that I was answering Endersblade? 500 mW laser could largely fit hand weapons, save for the energy cells.

  10. 20 hours ago, Drakon said:

    Those sounds are so quiet that untrained personal oftentimes are initially rather unsure whether they are even being fired on. Any idea of "physical suppression" the sort of which would be caused by a flashbang or an artillery barrage is therefore utterly laughable

    Indeed in game, small arms have low chance to cause suppression damage, only a 5.56 3-burst gets fair chances, but less than a single sniper rifle shot. Due to how the game works, it doesn't matter however if you fire a 5.56 small arm, a laser or a plasma weapon of equivalent caliber. As for the modelisation of physical suppression, I guess that it includes some reflex action like crouching when bits of earth and rocks start flying around you, wether you hear a smooth sound or not. Like you know that you are now aimed at. Currently in game, suppressed units get automatically in crouched position.

  11. Though not being a military, I disagree. When you are suppressed by a nearby burst, it's not because you seek for cover (it's too late anyways), it's because your senses are perturbed, and perhaps you loose your balance as well. It's exactly what a flashbang grenade is made for. When you go berserk (if someone can go berserk, that is), you don't fear incoming bullets anymore, so you don't seek cover anymore, and allegedly, your senses get more immune to suppressing effects.

    The willingly search for cover would rather be part of the normal movement phase: you were shot at, you or someone else evaluated direction of fire, and you then decide now to seek cover or stay covered where you are, until menace is assessed and neutralizing action may begin.

    In the end, both reactive tactical movement and suppression effect make you have less time to return fire and follow your agenda.

  12. Hello to all,

    Let this thread opened to any remark, suggestion and criticism about the brand new French version I've worked on for several month.

    First of all, it wasn't made from scratch, as the unofficial patches then X:CE have long been accompanied by several French translators, the last but not the least being @Arnonymous (v1.59 and CE translation, released in 2015). Secondly, this should eventually become community-based, why not, and I can provide post-release follow-up, at least for a few month.

    As in the official localization forum, French should be tolerated in this thread, when coming down to specific language topics.

    Ce fil de discussion est ouvert à tous pour collecter tout rapport d'erreurs (orthographe, grammaire, formatage, compréhension) et également pour discuter de certains choix de traduction (comme par exemple, la traduction du nom d'une espèce extraterrestre ou d'une arme sci-fi), concernant la nouvelle traduction française accompagnant Xenonauts Community Edition v0.35. Vous pouvez y poster un message en français mais le mieux serait d'inclure une présentation en anglais de façon à ce qu'un anglophone comprenne de quoi il y est question.

    If any set of corrections can be formulated before the eventual X:CE v0.35.1 correction version, it will be integrated; if not, a localization mod will have to be made.

  13. In Xenonauts-1, what did suppression mean? That you start next round with either half of your TUs, or none of them, being virtually pinned down. As part of a more general morale system, the suppression sub-system could be reworked a little. Instead of loosing blocks of TUs, "suppression" damage could proportionally give the percent of TU loss for next tun. Then a dice could be rolled to determine how much suppression damage is converted in actual morale loss.

    As for me, indeed, there is no conflict between morale and suppression: it's like bravery. Suppression bar represents your reflex resistance to instant stress. Being shot at, being wounded, being engulfed into a burst of explosion, eventually being surprised or at risk of being in awe face to some abomination: all of these situations could contribute and suppress you. If you fail your check, you can be briefly paralyzed, or simply slow down (i.e. loosing only a few TUs). Suppression loss should be negated quite rapidly.

    Morale, on the other hand, would reflect your over time resistance to hostile situations, when you have time to think and figure your fate : being badly wounded (risk of death), loosing teammates, etc. Morale loss would be harder to heal. Indeed, some severe morale loss would require real medical care at the hospital. Some actions would restore a little morale: meditation, medication, execution of an alien officer, or simply knowing that your team has managed to destroy 70% of the enemy so far.

    • Like 1
  14. You should try the "Hold the line!" mod to see how the morale rules can already be twisted a little (in Xenonauts-1).

    In this game, morale is strongly related to psionics, and this mod alter the number of psi-able aliens and the spells they can use (effect, cost, range).

    When there are 3 psions/officers/leaders aboard an UFO, you are soon overwhelmed by despair if you camp on the other side of the door too long.

    Also a "strength is by the number" rule already exists and was deactivated. You can activate it in your personal settings mod.

  15. My English is so awful in my first message above... If it's not clear, I ended all my points referring to what was/would be used back in Xenonauts-1.

    In Xenonauts-2, will we be able to switch between two non empty magazines (at least for multi-ammo weapons), the same way we can exchange RPGs in a launcher (although RPGs are de facto "full magazines")?

  16. I for my part doesn't like the "trait" system when it's literal. I'd rather have randomness or a hidden trait system emulating a consistent randomness. I mean that nobody gets a label on his back with his child trait written on it.

    However, I'd question the ability of multiple-severally wounded soldiers to still be fit to combat, given the technology level we'll have at the beginning of the campaign and then through research. Should he lose stats points or endure combat penalties (load capacity, movement, accuracy, reaction, physical or psychic resistance)? Even a minimal loss would stack to sizeable amounts for veterans, and that would just be realistic (given the nowadays technology).

    This could be somewhat balanced by a better (Survivor's) morale, and interesting effects for high ranking soldiers (better team morale (better than now), better research (?), better recruitment (?)), so that you wouldn't dismiss them when they become less potent through battlefield hazard. Think about aged officers too, and the Russian hero in the Crimson Dagger novel.

    Also, veterans, how impaired they get, could have further benefit their team: small bonuses in movement points and accuracy (on top of the morale boost), reflecting their tactical knowledge. This could also be a taught skill if this system is implemented. Let's say +5% per skill, and +1% per veteran level (linked to the number of effective battles). All of these would be capped, of course.

     

     

  17. I come with some ideas about how the Xenonauts-1 weapon system (weapon and ammunition definition files) could have been more sophisticated, still keeping the same general game mechanics. Feel free to append. Released game has not to use any of them, but the implementation could be done so that modders could use them if needed.

    1. Different ammunition for a weapon and/or a weapon's fire mode. We had it only for hand grenades and rocket-propelled grenades.
    2. Separate the suppression power into two terms: fire mode and ammunition, that would stack (or either have the ammunition's power supersede the weapon's power when higher). In Xenonauts-1, suppression fire would depend only on fire mode (excepted for hand grenades, but not for RPGs). For instance, an explosive bullet could generate more threat than a simple one, whether fired in burst or not.
    3. Assign several damage types to ammunition, as well as associated radius of AoE. We had only the possibility to generate smoke and fire, to deal EMP damage (an stun damage if proper flag was set) on top of the ammunition's damage type.
    4. Assign a range modifier to fire modes (and ammunition) as well. Only weapon would be associated with range and precision.
    5. Add more "radius rules" for AoE effects (I'm not sure here because I don't know how Xenonauts works with this). We had very small radius hand grenades, perhaps necessary to keep the fight fun. But what if the explosive radius is smaller than the kinetic (shrapnel) radius? While not too harmful for balance (?), that would be so more realistic when you consider the lethal radius of an irl frag hand grenade).
    6. Add more damage rules for AoE effects: lower damage with distance (energy, blast) and/or lower chance to get damaged with distance (shrapnel, fire). Also differentiate between centrifuge effects (shrapnel, irradiation, spray) that can be somewhat blocked by a shield and forward armour, and whole area affects (burst, fire) that can't.
    7. Implement a spray attack template, that would be useful to flame-throwers, not focused wave effects (sonic, energy...).
    8. Redesign some technological effects. This was discussed elsewhere and requires to be backed by enough technical knowledge, so that we feel a real difference between technologies. E.g. plasma should generate a slight EMP damaged (bullets), a fusion explosion should generate blast (explosive) and thermal damage, as well as EMP and chemical (NBRC) damage. I understand that balancing would be harder, but one mean to achieve this could be to ask oneself how well an armoured soldier (and buildings) would resist the global effect of a projectile/explosion: What if he wears a NBRC suit? A steel plate? Etc. Also, most heavy smoke should harm whoever doesn't wear a breather (stun or choking damage, chemical damage).
    9. Add a third secondary effects for some ammunition: contaminate tile. We only had fire and smoke tiles. Contaminated tiles would behave the same as fire tiles, except that the chemical/NRBC armour would be checked instead of the thermal armour. It would be better if there is no visual effect attached to these tiles, however.
  18. On 5/21/2018 at 10:58 AM, Safe-Keeper said:

    Perhaps there could be a finite and (very) slowly replenishing pool of officers/veterans you could hire

    Instead of offering a few über-rookies eligible for recruitment, as in some games, this could be a realistic mean to achieve the same goal. You could recruit (depromoted) corporals or even sergeants (very rare, and only if in high terms with their nation). They would simply have an initial experience, "slightly" better stats, and possibly skill points (if this is implemented). By "depromoted", I mean that recruited sergeants could well have had a higher rank before joining in.

  19. How about an extra-inventory for the landing ships?

    Would this be truly unbalanced if you can transform your transport into a bunker (with open doors...)? In any case, that would look more realistic if you can bring along a few spare weapons, shields, and ammo (including rockets). This way, you could also keep on your soldier roles more than often.

    This extra space should be limited, could be dependant on the transport model, and/or be upgraded. However, that means an extra UI button.

  20. I understand when balance and fun shall take precedence over realism and "immersion power". However, I think that neutralizing one soldier for one turn to tend a severely wounded comrade wouldn't be exaggerated and shouldn't turn anybody (it's close enough to Xenonauts-1 system). I assume that there are two kinds of wounds: normal wounds modelled by a simple loss of HP/morale and severe wounds modelled by added crippling/bleeding effects.

    Moreover, a lightly disabled soldier could still be used as an over-watching unit, a scout, a medic, or a mule, depending on his impairment.

    Decius' suggestion is also interesting, along with a sophistication of the (automated) medical care back at base (and not only a doubled healing rate for 8 beds), but they both should connected to an adaptation of the recruitment system, to be fair.

    I think that the key word here, as with several aspects of a simulation game, is that the average player shouldn't refuse any complex level of simulation, as long as it is consistent, realistic, transparent enough, generating realistic results, AND it doesn't oppose the purposes of a game we all know. I get sometimes exasperated by some comments (not here!) from lazy players who sadly forget that their (respectable) taste is only educated by standardized techniques that result in standardized gameplay. Let take the rock-scissor-paper algorithm for instance: it was useful when technical resources were limited, to ease the balancing process, and to offer a simple meta-game for players who aim at dominating/exploiting the game mechanics (like a chess-player, because it's part of the game at chess). Now, in 2018, if a dev team achieve to design a highly efficient set of internal game rules and techniques, so that everything in game looks consistent, realistic, natural, balanced, yet fun, then it's okay with me, how complex the mechanics might appear. Really, the only good reason to keep the meta-game simple nowadays is to support the player who (admittedly) lacks any real-life experience (e.g. combat training), and (surely) lacks in-game awareness (waiting for virtual-environment!). So long as a medipack somewhat heal, and using a sniper rifle somehow get a higher range and precision, I am satisfied, even if I don't know for sure how things internally work.

×
×
  • Create New...