Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


roxxed last won the day on September 21 2018

roxxed had the most liked content!

Community Reputation

7 Neutral

1 Follower

About roxxed

  • Rank
  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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?
  7. roxxed

    Weapon Swap Question

    Dont be shy Chris. Please reveal
  8. 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?
  9. 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.
  10. roxxed

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

    Recent Q&A by Julian
  11. roxxed

    More vertical map design

    I posted an idea about this a while back similar to how the Xcom reboot handled this. On alien movement phases within a certain radius it camera pans to partially shroud covered buildings/floors and there would be audio/visual queues of maybe pots banging, tripping over something or visually seeing something move without actually seeing the enemy. This could work in foliage areas as well like the rustling of bushes or trees in recently uncovered areas. but weren't in line of sight. The original quite commonly had doors opening and closing, and the killing of innocent civilians which were good signs and you always knew which direction it came from and where to move to. It always made the battlescape more active in a certain way, but not much happened under the shroud in the first X1.
  12. roxxed

    More vertical map design

    Yeah, i never played Apocalypse so I cant really comment on it. Non the less I believe more 3D implementation could be relatively easy to do with the right train of thought, but the sight mechanic, revealed blocks ether on or off(no half way point, waist height?) and cover system needs a look over so its less confusing and more accurate. It would be then just a matter of creating nice looking maps and players would create there own gameplay out of it. Always play to the map and not other limiting factors which gives an "off rails" approach. If one must move to the next level and improve on something, then it needs to diversify and fix hard coded limitations otherwise its a glorified DLC.
  13. roxxed

    More vertical map design

    The problem with the "shooting around corners" mechanics and the others you speak of is the radius of sight does not correctly bounce of the walls when you are close to a wall or corner. The firing mechanic is directly tied to what you can see. If you can see it, then you can fire at it, even if its directly through a wall. If that square is lit up then all is revealed even though a small proportion of it might be. I've shown a few images to illustrate this(light squares are shootable locations). The general sight cone is what 120 degrees and is built in blocks? When you stand beside a wall 3 squares back its almost straight. As you move closer to the corner it starts to prematurely spread out before you realistically can see around the corner. It should still be somewhat straight for a number of squares out and then it loosens up a bit, but it starts to take its original shape as if the wall isn't there(it doesnt match up with the positioning of the head vs wall). If I remember correctly in the originals you always had to step out from a corner to view an enemy to which you would then fire and retreat back otherwise you would receive a "no line of fire" warning. I've just tested sight from roofs and it seems pretty accurate to lower levels but it probably needs a good look over for X2. I think vertical mechanics could work if close wall firing is fixed and it would stop a lot of clipping issues when firing and people getting annoyed when their crew starts dying from odd directions. This probably goes hand in hand with the entire cover system. From a distance it seems ok. The block/square system may be the limiting factor here as a higher definition could help or a more accurate point of reference like the head, but thats probably a game engine restriction .
  14. Hi Guys, Loved the first X1 and played through it vigorously and X2 is shaping up nicely. I hope to see more vertical map design that would effect game play and add a certain aesthetics to the game. X1 was very flat in its general design with only things like floors in buildings and space craft being the only vertical point. To give some examples: • Sloped hills and valleys to make the map terrain more organic and create vantage points(TFTD had a procedural map generator for this although I believe X2's maps will be hand built). Could walk down/up into new sections of the map depending on its geography and buildings. • More focus on building infiltration and making your way through to the top floors to complete objectives or kill aliens(aliens aimlessly walked around maps rather than holding points other than their ship and were very rarely found on top floors of buildings). Alternate routes could be found like climbing up ladders/stairs or drain pipes to bust through a window and take them by surprise. Gives a sense of the enemy really being in a tight spot and figuring out how to get there. Sniping alien from a window on the top floor anyone? • Varied map height design in alien bases/ships. They dont have to be multi level, but more so split in a way with larger open room stair cases to upper/lower sections that are view able from the same original level(without taking a lift to a new section/map level). This would make for vantage points for aliens to attack/ambush and better 3D like map design(I know its been discussed about multi level maps, but I really think alien bases need a preliminary level to first find where the entry of the base is, then you enter for the official mission). • Half point climbable objects like boxes(to see over walls) or climbing on cars etc. • Boardwalks and balcony's for more half way/upper level outdoor engagement that doesn't resemble a roof. Thanks guys. Hope Chris can comment.
  15. Hope Chris is keeping an eye on this thread. Some great ideas