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roxxed last won the day on September 21 2018

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  1. 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?
  2. 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.
  3. roxxed

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

    Recent Q&A by Julian
  4. 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.
  5. 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.
  6. 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 .
  7. 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.
  8. Hope Chris is keeping an eye on this thread. Some great ideas
  9. Damn thats a good effort sheepy. All in all i like the concept. The bottom right weapon bar looks a litle "busy" where size and some items could be removed/scaled down for a cleaner look. The alien portrait and stats is a fantastic idea. I could imagine when you first greet these foes that things like rank, alien type, weapon type ect could be marked as "unknown" in origin until you directly research each one to slowly reveal more as you progress through the game. Would give a great sense of wanting to know more about something. There could also be an information "I" section that links researched alien lore attached to it. As for the soldier portraits they might work the way you added it. They could be incorperated in to the main middle section? But you would prob lose needed visual info. I guess the idea is if you click on something then a seperate portrait opens with extended details which i like. Having a higher focus on human and alien portraits and there backbone details give a rpg sense which the game really needs.
  10. The entire UI needs improving and modernising IMO. Some sort of floating slightly transparent windows with thin boarders(slightly spaced from each respective slot) and possibly segregating the portraits, weapons and end turn menus on different parts the screen. For eg the soldier portraits could be front and center at the bottom with all the associated info with a mix of skito and mazex's ideas(this will give you all the space you need), bottom left could be your weapons , secondary slot, grenades ect, and the bottom right could be end turn, open game menu and a few others clearly separated from the center point portraits. The current thick border and larger UI symbolizes a "theme" which is a little old school and will age very poorly. Horribly done example, but with the right alignment, windowing and sizing it would look good. Could even squeeze it in a bit so it doesn't take the entire bottom of the screen. Included is a the transparent window effect I was speaking about, but with obvious changes to feel like Xenonauts.
  11. Nice build. The addition of bits and pieces at the start and on the right work well but I'm receiving a massive performance loss in this build. It was perfect in build 19, but has since gone back to the same as 17. The destruction of walls etc works well. Still seems hit and miss at times when I'm under 3 blocks from a target and a shotgunner needs 3 shots to kill. If these aliens are an early to mid game type than I can understand or i guess the xenonauts are rookies. For kick starter, will there be any objective added to the map? Seeking out something in the bigger building at the back on an upper level would give reason and direction to move in for new people playing and could be explained in the opening dialog, otherwise I guess they just run around and kill whoever shows their face. UFO's were the end goal but they dont exists in this map. So far looking great.
  12. Maybe the weapons could be tiered just in the same way you encounter new aliens so different weapon tech types work better(or worse) depending on the aliens you encounter and their resistance/armor(Ceasans could be resistant to kinetic, but not laser. Androns hate plasma, but can resist laser ect) This can be categorized in some way so the player knows and it can be a simple damage modifier. There could be times where they are almost completely resistant which would make you have to correctly go back, do some digging and research and re-arm your troops with the right mix(although this would be hard to implement in this extreme case). Each weapon tech could then have their own merit and get more coverage through the game depending on what aliens spawn. Early game aliens could appear in the late game and still have an advantage if you don't pay attention. Once reaching the MAG tech it could be the elite of them all and burns through pretty much everything it touches which would make it almost a god like weapon to have in all circumstances.
  13. That developer shortcut is a life saver. Been running around the map everywhere now. I've just tested the reloading on all guns and its working correctly. I didn't realise that it uses up 50% of your TU's to reload so that's where I went wrong. Better telegraphing would work a treat here for newcomers alike. Regarding the map its probably mainly the starting area side, center point as you've said(but will be filled with a tank) and scattered foliage and gardens between walkways and various parts of the map. The garage on the right coming through the gate could have something in it and a few army vehicles along the road parked at the various street bays( I think you have jeeps to use). As soon as you walk up that road nothing is protecting you from the central direction unless you walk up the fence line. To add, the outside concrete divider barriers, the red brick signs and some other misc things can be shot through when standing next to them. Not sure if they offer blocking when being fired at. Wasn't there a shield icon that would appear near cover in earlier builds? I like how that looked. I guess some of the emptiness comes from the grass texture that's consistent across the entire map (apart from the gravel in some areas). Flat dirt texture's and bark could possibly fix this to simulate where people have walked or to highlight gardens along the fence line, vegetation and concrete pathways for a less "cleancut" look. This can relate to the official images on your website of the ship yard and seeing white and yellow line markings on the ground breaking up the concrete look(shown below). Could use some small clusters of foliage, trees and rocks in various locations to fill the starting point, sides of the map and misc locations (and the center of pathways), but it depends on how you can make it look without it standing out like a sore thumb. I'm not sure what assets you have to play with regarding smaller trees and shrubs but regardless of all this I'm sure you have great map guys that work on all this stuff and have already seen my points as they created the fine map below, but wouldn't hurt to relay it none the less.
  14. Some Observations so far: • Performance now is much better and very playable on my 980Ti. Constant 60FPS with some dipping when panning over buildings. All on max quality 1440P. The night time lighting and shroud is looking good • Standing on a roof can reveal Aliens that are indoors below with no clear line of sight. Office dividers in buildings do not block line of sight as well as other small issues with revealing aliens that are clearly hidden, but can be still seen through windows and on the other side of the buildings. • Like X1, you can sometimes shoot through walls namely around corners and when hiding on/in a corner (most likely need a side stepping animation to negate this when firing a shot). Perhaps you should not be able to receive a hit when in this cover as most times its 100% block, unless when flanked or throwing a grenade/explosive(or you could force fire and take the wall out). Maybe when the side stepping animations occurs, reaction fire can take place so its not 100% safe • Some issues with firing through windows into buildings when the alien is standing in clear view eg: can fire from some positions while others I cant and has to be CTRL forced. I think it has something to do with the shrubs in front of windows and there chance to block. Accuracy penalty for low lying shrubs seems steep and the current 40% could be used when kneeling. You can also have a chance to hit the shrubs when firing from height on top of a building when you would shoot over it by a mile. • Cant seem to reload some weapons or is it just me. • Grenade launchers reaction fire hurt my troops on multiple occasions • Can pan screen on alien movement, and on mission abort is says mission complete. • The randomization of damage in most cases makes killing an alien in 4 - 5 shots(sometimes more). This randomization should be more so at long distances and slightly less for close range as being close is more risky and should be rewarding (shotguns and heavy machine guns can miss at close range and wont kill). Some projectiles will disappear mid flight with no hitting sound and aliens are deadly accurate(This is probably more so balancing, and not bugs). Probably just me but the plasma fire is visually very fast. • Some obvious map arrangement and filling like more cover items, more tree's and un-pruned shrubs/foliage etc. Currently lots of open empty space and the terrain is very flat with no hilly elevation(Love the setting and night time environment, buildings are nicely filled with props and the ladders make for different battle tactics). Some multi level buildings would look good although I'm not sure if you guys are up to that yet but of course like X1 and its official release, nicely filled maps will come in time. • Glass textures missing in windows Is there anyway to move around without the restriction of Time units? To test line of sight and positioning?
  15. Thanks Chris. Was keen to get my hands on this one.