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roxxed last won the day on September 21 2018

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About roxxed

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  1. roxxed

    TUs are too limiting!

    Early game is always a pain until you level up your soldier stats, then they become killing machines that can do multiple things in one turn. The newer xcom's negate this so you start with the same "action" points at the start of the game vs the end which is streamlined and a little boring although it does have its merit.
  2. Thanks Chris. Is there any chance for future updates to include some images, or some sort of dev blog as I love to follow these updates and see how things are progressing(I dont have access to the closed beta). I'm currently finding that I have to wait for bugs to be uploaded with associated screenshot to get any snips of how things have changed. Im sure though there are certain things that only closed testers are allowed to view. Also is there an update on any threads that will be created to showcase X2's features in the "Xenonauts-2 Features" sub thread as the original threads were hidden for viewing?
  3. roxxed

    UI Reload function design

    Ahh I understand now. Thanks for clearing that up. So I imagine X amount of tool belt slots in the inventory and if you move something from the backpack to the tool belt then the icon will appear on the front end. The other things you've mentioned help clear the interface up and make it more streamlined. It comes back to my first question regarding how these 2 connect and I believe Chris mentioned something about it already. Rather than create a single stack tool belt UI , have an icon beside the ammo count under the weapon model so it can be clicked and dragged to the backpack when its open. The ammo icon in the backpack could then show its remaining ammo in red so 9/20 or whatever and it could be dragged directly back on the weapon model for reloading when needed. I guess this could work for interchangeable ammo types(HE, AP etc) for the same weapon if it exists and it could benefit from a higher TU cost of moving then reloading as your skipping the queue for a better magazine.
  4. roxxed

    UI Reload function design

    I'm a little confused as I dont have access to the beta. So the backpack is now simplified with no associated tool belt or weapon slots(like the first X1) that mirror onto the front end? How do the icons get created from new items picked up when the area to drag them to doesn't exist?
  5. roxxed

    UI Reload function design

    Is there going to be a backpack in X2? How does any of this work with its total storage/back-end UI ammo integration to the front plus carrying other weapons and ammo(if applicable)?
  6. I think your right regarding the general scaling but on your other notes it depends on what Chris and the X2 team are looking for. They are not looking to re design it completely and giving options to turn things off might be a little steep, but simple rules here of subtraction(boxless icons, transparency/floating icons) could work in its favor without needing to rewrite a whole lot. I can see the head portrait box being up front and center, then the rest follows softly outward with smaller elements like the fire modes and menu UI being pushed back into the picture although it depends on how well they can be seen against certain backgrounds. Its difficult recommending too many things when the devs have their vision and are generally after gameplay feedback.
  7. roxxed

    [V5 General] Rank Structure

    This. Perhaps there can only ever be one top ranking official that has a major benefit if deployed in combat so you must take care of him. If he dies, its a strategic value to get your next best guy promoted through training to gain an edge for your team. Could work for the top 2 or 3 ranks so they have more team merit/special ability other than the general number of missions and stats gained.
  8. Cant really comment on the gameplay(as I dont have access), but visually loving the clean look with sharp pin stripe modern edges yet still maintaining the X1 vibe. I think adding a little transparency here and there(in the gun and medi box, and the red target/grenades boxes)could smooth it out a bit although I could be alone on this.
  9. The idea I came up with a while back could work with this although I'm never sure if it was seen. Simply make the ground combat UI more interesting in relation to the aliens. I'm imagining when you click on an alien ether a box appears above the model or perhaps on the top right or left of the screen(even somehow incorporated in the UI down the bottom of the screen where your soldier stats are). It could show a head model of the alien, type of alien, its rank, capture state, mood, play style, Bio(among other things?). Maybe even get to a point with molecular abilities to know its health and Armour resistance. Eg, I've just started X2 and play through my first ground map and I uncover my first alien, Stats would be: Alien type: Unknown Rank: Unknown Bio: Unknown Capture state: Not captured Mood: Unknown Play style: Unknown Resistance type: Unknown Your already are aware it can be/has been captured. Once you interrogate a live specimen these stats start to change: Alien type: Psyon Rank: Soldier Bio: "Click" for research results(lore) Captured state: Interrogated Mood: Unknown Play style: Unknown Resistance type: Unknown The last 3? could be triggered by various different research findings found throughout X2's play through and a similar process could happen as you uncover new aliens. The same alien types that already have researched stats could be somewhat randomized so no two are alike. Even after you've uncovered it all, the mood, play style and resistance indicators could reveal how to exactly play against that alien and if its aggressive, passive or it loves to snipe from a distance etc so your always relying on it and carefully analyzing your enemy. It makes them interesting and mysterious although probably a big job to implement
  10. Explained perfectly. The variation with this system could be so much more rather than the X1 "copy and paste" 8 Caesans running around the battlefield, and then maybe a slight visual change for the ones on the bridge of a ship. The Praetors for eg were only ever found in special locations and I never really got to fight them so in this case there could be a toned down soldier model thats pretty bad ass late game to fight. I hope to a certain extent see more control strategies in place from the aliens rather than walking aimlessly around the map, like controlling high ground/windows, POI's or moving in groups with mixed ranks, but thats probably more an AI suggestion. Edit: Also regarding the different alien ranks eg soldier, technician, navigator, commander etc it would be cool to see more less obvious research options come from them as you wouldn't initially think to prioritize it on the list. Running into the ships bridge or an alien control room to capture an alien was pretty obvious. The Deep One from TFTD was only found on land terror missions and you had to capture him alive to gain the aqua armour for your troops and unlock an entire chain of armour research. When I first played it I never would of though of this as he was a common alien to find in these particular missions and had his own unique rank unfamiliar to other aliens.
  11. So Psyons(3 models) means 3 different ranks? Or are there different ranks mixed with the same model? There was talk a while back about more tentaculat like aliens making it into the game?
  12. roxxed

    Weapon Swap Question

    Dont be shy Chris. Please reveal
  13. Something simple that added to the immersion in the original xcom was aliens that fired(on your turn) from the shroud that you couldn't see(especially on night missions). The fear I would get when I simply exited the starting ship and had multiple shots fired towards me not knowing where they came from, and as I would move through the map in general i never felt safe moving around a corner or in an open space. Knowing the direction it came from is key, but not the exact location and of course it depends on the reaction fire mechanic of the alien in question, TU remaining etc. The xcom reboot lost this part and the fear associated with it. Yay, lets play a reveal animation clearly showing their location to which you can now clearly set up a return fire. I think the 2nd version fixed this in some limited way. I must admit though, shadows and lighting really do add to an atmospheric affect. Although and early build, the demo I played simply felt like aliens on a static map which was similar to the first Xenonauts. The first one got by on its artstyle and music working as its atmospheric element. If you change something to 3D and lose that drawing style, it has to be found elseware. Surly there could be a compromise?
  14. roxxed

    @Chris, Shooting range

    Information regarding aliens needs to be readily available and handy to access, but certain hard numbers(not all) should not be shown. Knowing your foe is the best direction in understanding how to kill them without needing to test fire your weapons first in the field. It was always great to try out that new researched weapon without exactly knowing how it was going to play out and it could easily back fire which would take you back to the drawing board. Perhaps a small combatant to this would be hit point numbers that would show when hitting a target so you could learn how much damage is being dealt and with experience you could make better judgments. I dont mind a bit of a numbers game, but somewhat controlled. In regards to the alien info, in X1 it was revealed through alien lore from the geoscape usually in a wall of text(in a separate menu) that usually would only be viewed once or twice on initial uncovering. It possibly needs to be broken down so that lore is separated from actual alien stats or info like their strengths and weaknesses(similar to what Charon quoted but not in paragraph form). The big kicker here is that it could be additionally added to the ground combat so when new/existing aliens are revealed you can study them for initial info on how to kill them. For example, starting a new mission and revealing a Caesan you would click on them to reveal an expandable information icon or portrait that appears at the top of the screen. It could show a simple head portrait and a small list of known things about the alien. The more you play through and research certain things the more the stats are filled with known information and on initial first contact most of the stats would be classed as "unknown". It would give a real feel to actually wanting to know more about what your fighting rather than seeing them as a "new" alien threat that has increased health and a different skin(similar to an RPG but without the leveling elements). If you get into trouble, sitting back and putting a plan together before rushing your turn could better predict the outcome of the next turn. You might just find out that one particular alien is more aggressive than another, or one has different resistances/health and rank standings. This would make you try for the weaker alien first, raid his gun and then secondly take on the difficult more resisted one with your new alien tech. You would probably really need to add a more randomized stat system though for it to work so no two Caesans are alike. It would keep you on your feet. There could be many strategic possibilities and layers with this that i haven't even thought off.
  15. roxxed

    Phoenix Point - Gollop's new X-Com-like.

    Recent Q&A by Julian