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Coffee Potato

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Coffee Potato last won the day on October 24

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  1. That way the Elerium transports are actually worth using
  2. What kind of mission was this?
  3. Coffee Potato

    Your Xenonauts 2 wishlist?

    I was meaning in general, not with X2. It just seems like something that would come up more.
  4. Coffee Potato

    Your Xenonauts 2 wishlist?

    I'm a little surprised we haven't seen as much of the pixel style approach if just using improvements on old tech to make it work. Namely take Jagged Alliance 2, and use that to make an XCOM game
  5. Not entirely true. Nightmare mode had campaign loss.
  6. Liking the more limited resources, but would like to see it varied up more somehow. Gameplay wise, maybe there could be an "unpowered" state, and a means to reroute power FTL style?
  7. I'd vote for allowing the build, as long as there's a way to implement it. Super stoked to hear about modular armor being a thing, I literally had that as a thing on a wishlist yesterday
  8. Coffee Potato

    Your Xenonauts 2 wishlist?

    I like to keep my wishes realistic. The system's in place, I want it to be more varied. That's adjustable, overhauling the system is a whole other deal. The only non tweak thing I'd like is the ability to see training happening, and have a montage of rookies getting trained.
  9. Coffee Potato

    Your Xenonauts 2 wishlist?

    I want to see: More specialized armors Weapons with different mechanics (getting there) Dropships with more functions (X1 did this well, would like to see more options) Unit morale handled like in XDiv More dynamic air battles (Haven't tested the new system enough to judge yet) More research. Fluff or chance discoveries, the XDiv thing. (Vanilla had this, XDiv took it up to 11, with an almost soft randomized tech tree using this mechanic) Basically all stuff for more of a back and forth, where a couple failures don't end the run, bit force a different route. Something to make runs different in their routing.
  10. Coffee Potato

    Air Combat Feedback / Issues Thread

    +1 to the waypoints please. How do I get that sweet air battle OST on my phone? Any chance of showing Dodge odds? I didn't feel like I was doing more than pointing the thing in my limited experience with it so far. Admittedly, this was two probe fights.
  11. I will say that XDiv's approach of just letting you bring a free vehicle seemed like a solid middle ground. You had the same inventory space, but also had a reliable "oh crap" button to mitigate rng screws. Plus it just felt good without getting into the insane unit bulk of og-com
  12. Coffee Potato

    Simple Flavor Ideas

    I've seen a lot of flavor ideas mixed in the middle of longer posts, and wanted to start one for just those kinds of things. Aka mechanics that wouldn't need any extra animations or total overhauls, but would add some neat variety. Not everything is viable, but let's just make a list without discussing the problems. Some personal ones: 1. Secondary skills. A noted second skill for most units that might give them a small bonus when used right. Could be used for small perks or FTL-Style random events answers. 2- Patrols and Supplies. Discussed earlier, but it would be cool if you could assign rookie teams as protection detail for supply lanes as a means to boost relations. They could show on the map, and it would look a lot more alive. Additionally, if they're on the map already, it would be neat if Bombers had that instant shoot down mechanic for them. 3. Customizable Medals. Even if they don't give any stats, I'd love to give a unit the "Unbridaled Badass" medal for taking out 3 lizards in one turn with a pistol. Just something to add fun labels to your dudes. 4. Ground transportation option. We've all had those times when we had to skip a mission right next to the base because both dropships are busy. What if you could send the rookies in a truck? This worked great in XCOM Files. 5. Armor Stat Bonuses. While this exists mildly, one of my favorite things from XDiv was the side variety of stat bonuses and detriments from armor made for certain tasks. It'd be nice.
  13. Coffee Potato

    Community Discussion - Air Combat

    Funnily enough I've ready about Ogre, but no, Ogre Battle from the SNES/PS1/N64. General idea was that you'd make squads of rpg characters, and send them out to take cities, fight battles, etc. Most of it happened in real time, with a pause function, and the battles involved the two squads each doing their respective actions against each other, with the only input being "Best", "Weakest", "Strongest", and "Leader". Taking out a commander caused the squad to retreat back to their base, being easily picked off by flying teams, or just ignores. You could also collect cards from each city saved, which could use an ability during a fight. Stuff like Shields for the team, calling down lightning, causing the enemy team to fight each other, etc. It's an incredible series that's changed a lot from game to game, but has some awesome implementations of experimental ideas. Also notable for Matsuno being a nutjob who demands bizarre programming for each of these. Also lots of randomness. Like when he confirmed a character dropped boots because he was responsible for killing the Puss in Boots in a duel in the background. Never explained why exactly, but I guess he hated Antonio Benderas or something?
  14. I agree that it could use more mechanics to spice things up, but that's why I'm hoping they'll lean into nation relationships more to add a sort of simple diplomacy aspect. Asking for reinforcements, or funding, or manufacturing help, maybe they can send an emergency randomized team for you to command, but not necessarily keep for emergencies, etc. All XDiv needed to do was more than double the amount of units and randos on the map plus bulk them up a little, and it felt really unique when you'd roll up with your tank and shield wall to see a squad of soldiers holding a building against some Ceseans, while several civilians hunkered behind them. X2 seems to be taking some good steps, adding things like more varied unit types, more mission types, overworld missions, etc. These are enough, when refined, in my book to make a good sequel. As a kind of side note example, take a look at Armored Core. They made more or less the same game with tiny tweaks that was made for a small audience for about 15 years. Then for the last 5, they only released 2 games with radical changes, because a few folks asked. They were technically the best selling, and were fantastic games still, but it broke the fanbase against each other. We haven't seen a sequel or news of the franchise in years.
  15. While it's mechanically unlikely, that might be nice. Turn order would be weird though.