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Max_Caine

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Everything posted by Max_Caine

  1. My questions to that would be in order "just how rare is this stuff anyway?" and "to who are Xenonauts selling alien gear to?". If you want to set up a supply/demand model, you have to consider that Xenonauts are effectively the only large-scale source of alien artefacts on the planet. Admittedly, various nation-states would probably try to shoot down and recover alien ships themselves, but it's the Xenonauts that have the skill, equipment and backing to make this a large-scale venture. Now, with Xenonauts holding an effective monopoly on alien artefacts, and alien artefacts being unreproducable on the planet (or so we are told in the research screens), they can charge what they damn well like on alien goods, regardless of how much they sell, as there is no-one else to go to - no effective competition. As to who they sell to, I suspect the market is a closed one on that as well - the backers of Xenonauts would expect to be given preferred status when it comes to alien artefacts, or they can refuse to back the project. Which Xenonauts would not like to see happen. That would probably be the only brake on Xenonauts charging out the yin-yang for alien artefacts - they can't afford to antagonise their backers. BUT, ignoring all that. From a gameplay perspective, it wouldn't matter a damn for me. If prices fluctuated then in order to get the best price for my goods, I would have to keep referring to the sell screen regularly - far more regularly than I do at the moment which is "when I need some damn money". It would not be enjoyable for me to have to keep a track of price trends to pounce on a good sale, so I would completely ignore it and just offload whenever I need cash. This (in my case) would sideline the sale of goods even more than it currently does, as a steep drop in price after I flood the alien alloys market because I want to manufacture my SuperSpanglyBlasterMkIII would force me to focus more on backer funding, and far less on playing the market. On the second point, I disagree. It's clear from the current alpha that human weapons play a much larger role (certainly throughout the early game) than with their functional equivalent in other Xcom-a-likes, and the manufacture of even lasers is a heavy drain on cash, manpower and time. Charging for ballistic weapons is an increased drain on resources that would otherwise be put into research and manufacturing - i.e. the things that are fun or result in fun things. On the grounds that I like more fun in my games than less fun, I vote that human weapons are free.
  2. Just doing a straightforward crash recovery mission, when I happened to shoot a sebellian in the doorway. It croaked, but then I noticed that I couldn't go theough the doorway anymore.
  3. Thothkins: Wasn't that in the UI revamp? Terken: You prefer a geometric rather than an artimetic prgression. Do you want this extended to lab space as well? After all, some projects may require considerably more lab space than others, and there is only so much lab space required to perform any particular project.
  4. Hicks, have a nose around the AM_* xml files. You'll get an idea of some of the range of alien ships you'll face.
  5. I don't want to hijack this thread from it's original purpose, but each of those arguments are refutable, providing you're not interested in mass destruction, but a limited show of force. i.e. nuking few cities. Heck ,you don't need nukes. A few moderatly sized NEOs would do the job. Perhaps we should take this elsewhere?
  6. This is the issue with playing any game as "the small, scrappy underdogs verses the technological goliaths". I think it was in Mass Effect 1, in the first Contact War, during the occupation of Shanxi when the Turians had space superiority they could pretty much blast whatever they liked, whenever they liked it. Why bother invading when you can nuke one or two cities from orbit? I mean, really, why?
  7. Hicks, did you base your size types off the AM xml files?
  8. Thank you for joining us wiglafman, and thank you for taking the time to consider the comments you were presented with. It is a pity that you read into my comment on the futility of this particular debate as a personal attack, however, I look forward to any other topic you join in on as you are a spirited debater with a strong grounding in technique.
  9. Let us condsider your points: 1) Re. blaster bombs. I contend they were incredibly unbalanced. In X-Com, all I needed were three guys in flying suits as forward observers. Then, as soon as a bad guy popped his head up, I would blow it off from the other side of the map. Or heck, thanks to the radius of a blaster bomb, I could systematically carpet-bomb whole sections of map if I wasn't too sure where the enemy was. And that's supposed to be balanced? The solution you propose: "make it incredibly expensive" doesn't balance a blaster bomb launcher. A weapon too costly to manufacure in-game will either get passed over for other tools that can do the same job, or if it can do the jjob better than any other weapon, all resources will be channelled into the creation of it. 2) Re. "stop copying X-Com". As an "x-com junkie" "awaiting it's rebirth" this seems to be in direct contradiction to your admonishment to "stop copying X-Com". Exactly what do you want stopped? As an example of this contradiction, you want ufos to land and perform missions. As in X-Com. But you want Goldhawk to not copy X-Com. Is it that you would like Goldhawk to cherry-pick desirable attributes from X-Com? What attributes then, do you not what? Considering your later comments, are you concerned that the play-style is too close to X-Com, or the story and setting is? 3) Re. UFOs on missions/landing. Landing did happen in earlier builds, I have seen the pristene hull of a light scout. No doubt landing will be brought back in again. You say you've hacked the stats of fightercraft. How then did you not see in the xenonauts directory a number of filenames beginning with AM. E.G. AM_BaseAttack or AM_BombingRun. These are all alien missions. The assets are already there: they haven't been implemented yet. This is because the game is still in alpha. That is a reason, by the way. Not an excuse. 4) Re. "creative writing". You seem to be upset that Xenonauts is based around a small multinational organisation, formed in the wake of a potential alien threat, which turns out to be an alien invasion from beyond the stars. You would prefer that Xenonauts be about anything else than a small multinational organisation, formed in the wake of a potential alien threat, which turns out to be an alien invasion from beyoind the stars. Is this the heart of your complaint that Xenonauts is a carbon-copy of X-com? Are you concerned that the weaponry which Xenonauts are armed with is similar? Or that it uses the term "alien alloys" as X-Com did? Please, share your views on this matter, so I can discuss them more with you. 5) Were you the most upset on learning that Xenonauts was from the human perspective, rather than the alien perpective? Is this what turns you off the most?
  10. This post is in relation to XenoNUT's post on terror sites. Whenever a terror site comes on, a short time after a landed ufo icon kicks in hovering close to the terror site icon. It's possible to send inteceptors after the icon (which is always a corvette). Are the site and ufo interacting correctly?
  11. Folks, this thread stopped going places on page 2. You're not going to convince wiglafman by reasoned debate or passionate invective that wiglafman's opinions are anything other than the sermon on the mount. (This was painfully obvious by the fourth page of the thread). I think we all need to listen to professor internets, chill out and have a sammich.
  12. Gauddlike, check out these for your balance macro pleasure: I can haz balance? I can haz balance moar? Someone else almost did it...
  13. War Games, what is the reason that you have made this proposal? Why are you unhappy with the current rank structure? What benefits do you feel your complicated rank structure brings to the game? Admittedly it doesn't "make sense" that there are umpty-tumpty sargeants when they rank up enough, but how would you demonstrate the difference between a rookie, a regular and a veteran otherwise? And the difference between a veteran and a long-term veteran? Because if your rank structure brings no tangible benefit, then why have it in the first place?
  14. I miss Sathra. Where, oh where art our google in human form...
  15. Coitenly Part 1, which is a summary of the pre-migration thread Part 2, in which our hero ditches leaning!
  16. It's not going to happen. If you use the search function to look for a two-thread discussion on manual kneeling, nearing the very end Chris said he was scrapping the lean animations. At the time of the discussion, your troops auto-kneeled at cover and hugged it i.e. the lean sprites WERE the kneel function (the PC Gamer article of the time brought this up as a feature). BUT after a very long discussion, Chris decided that he was going to ditch the sprites "as uncessarily confusing" (although you really need to read at least the 4-page discussion in thread two of manual kneeling to understand why). Hicks, I think you would find some of the discussions on earlier features to be very interesting, to see how they have panned out in the current demo.
  17. Has the idea of voice been kicked around as a reward tier? Would a limited-run tier where pledges can record their own death scream to appear in the game (say 3 male civilian death screams, 3 female civilian death screams, the same number for xenonauts and perhaps same again for hurt noises?) be feasable?
  18. On doing some more experimentation, I notice the graphic for the medkit shows correctly when in the primary weapon slot, but not in the secondary weapon slot. Additionally, it is also more difficult to click on the medkit when on te secondary weapon slot. Haven't had as of yet another CTD when the medikit is in either slot, but could the problem be there?
  19. For the OP, I think you need to follow the sage advice of professor internet So you're mad about something on the- nternet/
  20. This has happened twice now, both times on the industrial tileset. When I swapped a medkit out from the primary/secondary weapon slot back into the backpack, it CTD'd. However, this occurs VERY infrequently (the last time it happened was almost a week ago, and I couldn't repoduce it then). In both occasions, I was swapping a medkit for an assault rifle, and I had selected the medkit from the secondary slot.
  21. Chris, could I suggest packaging tilesets and missions together? For example (using thothkin's list and your ideas) offering a military base tileset, with the military terror, rescue key personell, and subdue hostile local forces missions? By associating missions with a tileset, you emphasise a theme and create greater sense of value for the stretch goal. Not all the missions need to be "tied" to a particular tileset - thothkins' rescue and subdue can also be played out on any other tileset, but I think you would encourage people to pledge towards a goal which seems to have better value for it. Additionally, you remember when you did "research unlocked - Desura"? If you can, please keep that kind of theme going for the stretch goals, it would be really cool!
  22. Having typed in "xenonauts kickstarter" into google, I discovered that: 1) There is a lot of critical approval for Xenonauts. Journalists are giving it the thumbs up on all the sites I clicked on (one journo described how he "wants to take it home and do indescribeable things to it". 2) On the forums I clicked on (about four pages worth), discussion tends to run to:- "Xenonauts" "What's that?" "An x-com clone." "And that's a bad thing?" "Nope."
  23. Design a laser gun? Perhaps as a higher tier, the lucky pledger gets to sit down (virtually) with you and design a new tier 2 weapon to appear in the game. Naturally, this would have to be a one-off (because of all the work involved!), but imagine the bragging rights! EDIT: Or make that a stretch goal? Get to X$, and the community helps to design and see a new laser?
  24. I've noticed this since 9.4, but haven't said anything (idiot). I have text scaling issues through sections of the game. Namely: End combat screen:- text scaling when items are sent to research or destroyed. Most usually the end of the sentence overwrites the middle. Research:- a number of research texts terminate with the last few sentences off-screen. All text is present in the xenopedia Base:- in the hire section of the personell screen, the number of scientists/engineers/soliders is crammed - can only see the first digit. I'll get some images when I find somewhere to put the pictures.
  25. I thinnk we're missing a key element here. Not only do we need drone names that are proper "sciency" names, but they should be names that are in keeping with the period that the game is set, i.e. the 1970's. Now, what sort of names were robots given in the 1970s? Well, quick search of wikipedia (http://en.wikipedia.org/wiki/List_of_fictional_robots_and_androids#1970s) shows us that fictional robots tended to have names which described their functionality, shortened to anacronyms. In fact, anacronym-type names are quite common among robots (http://www.used-robots.com/robot-education.php?page=robot+timeline). So, for example, the Small Calculating Analysis and Neutralization drone (S.C.A.N.) could be followed by the Medium Autonomus Supression/Termination drone (M.A.S.T) and finally the Large Enhanced Tactical Hunt-Assault-Liquidate drone (L.E.T.H.A.L)
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