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Coffee Potato

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Posts posted by Coffee Potato

  1. 8 hours ago, Decius said:

    X-COM was a little bit too lenient, in that the power sources would wait until the crew of the craft had already exited and taken up defensive positions, so only the crew that stayed in the craft could be hurt by the explosions.

    Seeing sebilians who smashed through roofs on their way down would be hilarious.You just see some guy panicking as this space lizard just annihilated his toilet at Mach 3 ;)

  2. I've mentioned this again, but I wish they could do something like Tactics Ogre when it comes to the medals. In KoL, while every class could use any equipment, they got medals that helped them specialize, like Archers getting a bonus to accurscy and dodge after 5 shots in a row, or one that boosted monster damage, but prevented those same units from trusting them for buffs. 

    Examples:

    Consecutive snipe damage(acc)

    Surviving a hit at low health (tus)

    Melee kill (str)

    Capture an alien (brv and hp)

    Kill an enemy that failed to kill them (brv)

    Survive an explosion (hp)

    Kill while suppressed (TUs and acc)

    Multiple units with one grenade (acc and tu)

    40 tile snipe (acc++, lowers tu)

    Sebillian/Psyon etc Slayer, 5 of whichever (bonus damage)

    Etc etc. 

    What are the odds of that?

    • Like 1
  3. 13 hours ago, Wyldefyre_CP said:

    Some other suggestions.

    1)  A very brief alarm or flash of colors on the Global Overhead when shifting from 'skies clear' to 'alien ships entering airspace', not just the staccato 'ship appearing' sound.

    2)  A separate alarm noise for when one of your bases is under attack.

    3) Brief action track of inspiring music when drop ship is sent out / hones in on downed enemy aircraft or base.

    4)  Screaming civilians.  Also, kudos on the idea suggested above of civilians making pointing signs to the Xenonauts on where they last saw aliens.  Semi-believable attempts at crowd control or retaliatory fire by law enforcement or military personnel on city raids.

    5)   Obscure alien chatter when inside alien ships / bases ... is it their own version of an intercom?  Are you hearing them through the walls or vent shafts above or below?  Maybe they're right behind you ....

    6)  The occasional totally collapsing multi-story structure ... a burning barn that started that way on turn 1 comes crashing down by turn 10, etc. 

    7)  More apparent destruction in the area surrounding a crashed ufo, with the larger ufos showing some truly violent destruction of the surrounding environment.

    8)  Alien A.I. gets a better sense for  when you are massing by a door for a blitz attack the following turn and plans accordingly.  

    9)  Soldiers who have survived 10 missions and / or killed 10 aliens randomly do something that adds a bit of personality (i.e., they name their weapon, scrawl graffiti on their helmet / armor, start smoking, get a tattoo, start wearing an alien finger necklace ... ).

     

    Now THAT sounds both likely to happen and appealing as hell, especially 10. 8 Seems to happen in Insane mode in Vanilla and CE, it tends to be pretty friggin brutal to counter, which is likely why they left it locked away behind ultra balls-kicker mode. 3 they already seem to be doing. 

  4. 39 minutes ago, ooey said:

    Ha ha! There was some humour from the lead scientist in X1 ("Clumsy Engineering Oafs" etc...). I always thought it would be nice to have the look of a rookie on new recruits (sweating and wide-eyed etc) and as they become more experienced they look more like Arnold S etc. If General Burt Reynolds isnt back in X2 then I will be very dissapointed :)

     

    There are a lot of good suggestions above, however. Whether there would be time to implement them is another matter.

    I hope they bring back Slim Shady and Dr Krieger too. Less known, but always tried to keep Xaebos alive too. 

    I doubt they can do most of the above, bit some extra sound effects would do wonders. Maybe text blurbs, but voices would be a hell of a thing to just chuck in there, localization and all that. 

    Different stances might be easier for them to do? Maybe just a "thoughts" section? Dwarf Fortress humanized friggin @ signs with that.

  5. Engine sounds would be cool.

    Voice acting would be detrimental, I feel. Costs, yeah, but I always figured these were people too terrified to say anything, being sent into an unwinnable situation. Plus it always makes a disconnect when they go from panicking to being ultra confident. 

    More nutso physics would be fun, and are partially already there, some things tend to go flying hilariously right now. 

    Please no on the bullet casings, there are already enough moving parts that can break, random physics objects would just be asking for trouble. I remember when someone added this to New Vegas, and the game would just randomly crash when casings got into positions they shouldnt've.

    Moving smoke would be sweet, but then wouldn't there need to be another system in place? Smoke duration is in the INI, I think. 

    • Like 1
  6. On 7/18/2019 at 8:31 AM, Chris said:

    Thanks for the report. Doesn't look like there's much usable in those logs and the start of the mission autosave isn't particularly useful because I doubt we'll be able to recreate the setup from that.

    We might implement an debug autosave in the GC each turn to make these sorts of errors easier to catch, because with a save immediately before it happens this sort of thing is usually pretty easy to fix. Without one it's often like trying to find a needle in a haystack. 

    I managed to recreate it on accident during a terror mission. I can only assume it's LMG related, because it was the only common thread between the two areas, and I was able to do it twice on this map. Got a video this time. 

     

  7. 12 hours ago, Chris said:

    I don't exactly think reducing the clip size of a laser rifle would remove any choices. If you fire a burst you can't fire any more shots that turn, but burst fire is TU expensive so you probably weren't going to anyway. If you've got TU spare then you can move the soldier or fire a secondary weapon instead. Next turn you can still take a single aimed shot at high accuracy, which is a little constraining - but that's the price you pay for burning through all the ammo at once in the previous turn. You can always not fire bursts stick to single shots if you'd prefer to be able to fire multiple shots for multiple turns.

    If we're not going to constrain the ammo then we may as well set them just to have unlimited ammo. Being able to fire one shot per turn even when your battery is empty is not exactly much of a hardship imo.

    I misunderstood the original version, that actually sounds pretty neat. 

  8. 15 hours ago, Decius said:

    You could also fire one missile at them to bait the evade, then fire a torpedo after they evaded. You'd take some damage setting up the shot, but it could be done with one aircraft of inferior flight characteristics.

    True, ultimately just cheesing it with spawning the fired missile on top of the UFO turned out to be more reliable in I/I runs IMO. I'd say that it would be unrealistic, but on more than one occasion I've used Large Missiles at point blank in Armored Core tournaments just so folks couldn't evade them. I like to imagine that we just taught the pilots to fly upside down and fire the torpedo to land on top. Would that be harder than just doing it the other way around? Yes. Don't worry about it. 

  9. 24 minutes ago, Max_Caine said:

    So that people are aware, recharge rates can be set on a per-weapon basis. Currently rifles regenerate 2 shots per turn, lmgs 3, snipers 1, shotguns 1 and pistols 1. This can be altered. The energy cell for laser weapons is almost universal - only lmgs have a larger cell. So everything except lmgs have 5 shots, lmgs have 10. 

    EDIT: The pistol is a good example of draining the cell, but not in a good way. Snap shots are 10 TUs, aimed are 15. Because the accuracy is so crappy, it's easy to drain the cell trying to hit a target because the TU is so light, then you're left with 1 shot a turn and a whole lotta nuthin' if you're kitted out with a combat shield. I jacked up the accuracy of the pistol to compensate for that 

    Sounds good to me. 

  10. You could go the Armored Core EO approach: Depending on the type, weapons recharge differently.  Like the light SMG version recharges constantly, the medium recharged in chunks, and the heavy one needs to sit and charge it all back in one chunk. 

    So in this case, pistols and smgs could recharge 1 per round, rifles and shotguns could recharge every 3 or so, and heavier weapons could take 6 or so turns to recharge. 

  11. 4 hours ago, GrumpyMel said:

    Yeah, I'd probably prefer some sort of turn based gameplay for air combat over the X1 system but the X1 system wasn't that terrible. The main thing you'd want to avoid (IMO) in  a turn based gamed is any sort of gameplay that relied upon twitch based skill. The two are oil and water. The X1 system was palatable for me because the resolution was slow enough (and had a pause feature) that the twitch factor wasn't that high. Would have preferred a turn based option though.

    Perhaps something like turn based with simultaneous execution would work well. You issue a general order/manuver to each of your planes for your turn, the A.I. does the same and the computer executes both sides orders simultaneously and plots the results for the turn. One thing that could also be neat if the game moved to a less arcade style system would be the possibility of actually recruiting pilots and assigning them to your planes (like you assign soldiers to your transports). Better/more experienced pilots could execute their orders more effectively or possibly even open up whole new manuvers that the player had access to order the plane to do when flown by that pilot.  Just a thought.

     

     

    That kinda seems like what they're going for with this system, if I were to guess. This is pure speculation, but the original version, while mechanically sound, and fun as hell, was pretty cheesable once you knew the tricks. Much of this cheese is even fair game in X-Div; things like distracting a squad of fighters and using torpoedoes on their sides, as an example. It's not supposed to work that way, but they can't dodge anywhere except left and right soooo...RIP. Kinda why in the mod they were given move speed, and can potentially survive those kinds of hits, making pulling them off that much more rewarding. Only time will tell, the armor and jet options have me really curious. 

  12. 15 hours ago, Ruggerman said:

    Talking about knifes, why is the combat knife so large that it takes 6 slots in the back pack to store, when it should have a scabbard on the belt??

    Probably because the stun baton took 6 in X1, possibly because it near insta-killed many lower enemies. It's nerfed, but portable version in XDiv is definitely more...brutal, but convenient for storage. (You basically have to go full LAPD on a sebillian engineer with your rookies)

  13. Just some personal thoughts:

    Lighter armor could be better for the rooks, they might get an extra grenade or two (kind of like Rigging in EU)

    Gauss might be better against certain defense types, they mentioned buffing the alien ballistics recently. I'm imagining an XDiv type scenario where they see there to let you make better use of early Ballistic armor, but then come into play as a situational damage type later. 

    Energy blade is probably the tier 2 of the Knife.

    I hope they bring in the XDiv thing of different alien types having chances of unlocking new techs.  It felt fantastic building dozens of Shock Rockets to capture entire maps for their hidden tech goodies. (Unlock chance was in the base game, but XDiv took it up to 11)

  14. 8 hours ago, TrashMan said:

    A machingun cannot suppress everything. You can only keep it pointed at one point at a time and if the landing zone is sorounded, you are in a pickle.. A Machingunner can keep the dropship safe-ER, but that doesn't mean completely safe.

    TU trained gunners do a pretty solid job as of this last patch. Using two alongside smoke walls seems to do a great job of keeping everything manageable. I never noticed before, but it seems smoke blocks aiming now, so that also helps a ton. 

  15. I like to alternate between the 3, but just love that XDiv feeling of:

    -Land in drop ship, I know for a fact that I have at least 1-2 attacks of safety between everyone and death. 

    -Enough TUs to deploy the team where I want them, and know the AI can move just as fast. (Unshackled TUs also get to this a bit)

    -Free vehicle slot means you always have armor support, plus it's replaceable. Feels great to have them there without worrying about it being a waste. (Also pretty understandable armor)

    -Having a wide arsenal of area denial options. Sure, there's 6 Sebillians, but they ain't sprinting that lake of lava that came out of the incendiary. 

    -No instant death...mostly. Knowing that a rocket launcher will likely kill anything, but that small arms generally won't.  Reapers having to take a couple turns to penetrate armor seems less scary, until you see that they can tank the generally more reliable laser class weapons. Face Huggers, Collapsing Buildings and Big Explosions are generally the insta killers. (Aka, if I round that corner, I might take a big hit and need to retreat that unit, but can suppress for the others to charge in, instead of "Round the corner...dead, round the corner....DED, round the corner...one shot wasn't enough.")

    -Having the carry capacity for weird builds. I love, for example, having a unit carrying around enough options to deal with different scenarios,  while being able to operate at slightly above cap. 

    -Being able to recapture bases. 

    -More plane options, and just a generally more varied air game. This was the best air came I've seen in the genre hands down.

    -"Shock and Awe" weapons that can actually can roll TU damage (if armor is bypassed) to stun an enemy mid turn,  instead of going for the kill (They used Shotguns and SMGs, I feel this feature is somewhat in X2 with being able to suppress mid turn). The idea of total suppression is really something, too. 

    -Evolving weapons. Each weapon type develops new features,  which come in several tiers, allowing for different models of the same thing. It feels organic. 

    Ok, I'll stop gushing. I love streaming this though. 

  16. 6 hours ago, Bobit said:

    @Coffee Potato

    In The Last Hundred Yards (WW2 token wargame), instead of Berserk, they have the Heroic status effect, where the squad gets a large defensive boost, then charges straight towards the enemy. In cover-based games that's a little more awkward, but in that game it's just brilliant at creating sudden massive surges in the fighting line.

    I was thinking more like...

    -High accuracy shot on nearest enemy

    -Stops Bleeding

    -Extra TUs next round

    -Maxed out Morale for 2 turns, boost nearby morale 

    -Instant Reload (maybe only the the new Laser idea, where their sheer heroicness recharged it's ammo)

     

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