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Coffee Potato

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Everything posted by Coffee Potato

  1. I haven't clicked the link, I want Steam, but I don't see a button for Steam. Does that mean things remain steamy if I don't do anything?
  2. These are the questions for the inevitable Blood Bowl spinoff, where we play vs the Sebillians and Reapers.
  3. Bring the engineers coffee in full view of the scientist, as a reaper scratches inches away. +5 bravery, +1 brown pants
  4. So...you know how a lot of RPGs tend to throw in random sports minigames for the purposes of world building? Then this is usually used for maximum tragedy when an OP minigame character dies later? We need to be able to assign agents to basketball teams, is what I'm saying. They could all compete while training, and then it could be that much more tragic to come back from a mission, only to see that George the Xenoslayer isn't there to win his season trophy anymore. Just saying, you know you want this. (maybe they can have a champ medal?) Other ideas: Track (TUs) Wrestling (HP) Marksman (duh) Sparring (Reactions) Lifting (Strength) Janitorial Duty (Bravery)
  5. I think they said they would send out steam/gog activation codes like normal.
  6. Recently I had been streaming a run of X-Division, and kept wondering about the discrepancy where aliens can auto fire their cannons, but we can usually only get one shot. Initially, I had wondered if they could made to reload. Then, Charon pointed out something I had completely skipped over, figuring it was nothing new. In the attachment, there is a screenshot for the description for the Phaser Pistol, and technically all alien guns. I just wanted to see if Xeno 2 might be able to borrow this particular lore, because my mind was friggin blown by how much sense this made.
  7. Or maybe just have a rank% based system that can roll a series of potential free actions of used by the end of the turn. Like let's say they roll a free snap shot, and can take that, provided they have the TUs to see in that direction.
  8. XDiv had mechs, and more TUs/reworked pack costs, so you could run shield/gun pretty well. I'm sure even if the base game doesn't have it, mods will. As long as it's as stable as it seems so far.
  9. (Just for the hell of it, not trying to argue for mechs, the AC setting is bizarrely set up to allow for them.) True, but that's why ACs are generally fast as hell, and come with different leg types and such. They're less about looking humanoid (usually just the mascots), and more about being a universally adaptable (the Core spreads out, usually the idea is to make a custom unit for any given situation, with basically their entire infrastructure being build around making that logistically possible). So alien invasions, robot takeovers, godzilla monsters, and even giant walking gun cities happen, but generally are treated as little more than a mop up job. At about 5 points now the entire world gets wiped, and a few ACs are just like "well, guess it's Tuesday" before killing whatever it was and letting the corpies rebuild the world in a dang week.
  10. I see no complaints about a building sized mech covered in guns and barricades
  11. Maybe they could get a reaction dodge bonus
  12. Spam does describe a lot of markets pretty well, to be fair
  13. XDiv sort of found a way around this by layers of armor stat bonuses and locked reload costs that used this same system, but allowed the vets to retain far more movement utility. For example I always treasure when a unit is able to get to the point where they can move, fire and reload a rocket launcher in the same turn.
  14. That it is, I'll read it over later. I hadn't thought to look past the front page.
  15. Hello everyone, today I would like to discuss economics. Actually, recently I was watching a very nice look into what X1 did right and wrong, and it got me thinking about my current runs through UFO Defense, EU, WOTC, and X-Division. This was the video in question: https://youtu.be/kxJ0rZZIpnE The quick version is this: The market approach in Xeno 1 was novel for the UFO Defense players, an interesting subversion that played well into establishing that this was an entirely different world, and that you were fully beholden to the funding nations. It worked well from that perspective, but he's right in that it also feels a bit missing in subsequent playthroughs. That feeling of managing your organization is a bit lacking. The reason I mentioned the others above is that each had an interesting take on how to have your cake and eat it too. EU's take was to allow you to use your contacts to pull in random favors for manufacturing things, but these were often instantly completed, and tended to be either done immediately or forgotten about. X-Divison's take was to make the manufacturing of components necessary for building most equipment, vehicles, etc (How many lizards can you skin to make a tank?), but often it started to get a little confusing as the game went on, as your menu gets flooded with new DSB projects for every new wave. WOTC's approach was to make things have different currencies, with better deals coming monthly for selling random stuff from your stores, but only being able to buy from a mission-only currency. All of the above were interesting solutions, with WOTC's arguably being the most elegant for a middle ground between a simulatory and general audience. That being said, I wondered if for Xeno 2, it might potentially be interesting to copy something not mentioned above. Namely Dwarf Fortress. What the hell am I talking about? Simply put, their trading system involved around making a dedicated trade building, where different factions would have random different needs, but would only visit every now and then. This meant that you could trade for supplies, food, drinks, gear, etc for your people, but offering the wrong things might worsen your deals in the future, and if your influence dropped enough, they might just attack instead. I could see this working by scaling deals to your region influence, as well as giving them a random time when they might reach out every month in order to exchange favors. Maybe they need some stuff produced (Which could then automatically just be deducted as an option), maybe they want an extra mission, maybe they want to have some of their soldiers train in your training program for a few weeks. Money is one thing, but by trading around favors and materials, it could make for a more interesting use of the systems on hand. Manufacturing is already more time consuming, and this could lead to some interesting strategic choices when it came to meaningfully building up or losing country reputation by a means other than random UFO landings or random raids. What do you think?
  16. True, makes sense, kinda sounds like the Silent Storm system, actually. Snapshots are blind, Rapid fire is blind, Aiming is costly, but standard shots improve with every pop. Given how many times it comes to mind, I'm hoping they take a look at S2 and S3 for older versions of ideas.
  17. I doubt it can be implemented, but XCOM Files made a special Quickdraw slot for small items and pistols that took either almost none or no TUs to use.
  18. That last one kinda reminds me of the deployable shields in 5th gen Armored Core. You couls have shields on both arms, a foldout barricade on your knees, and a chest plate if you wanted
  19. It hasn't been implemented yet, but I reeeeeeally hope XDiv's version of the CE code gets used. It just feels so believable.
  20. Same here, it would really fix a lot. You can reach 100+ by month 2 at the moment. Speaking of laser visual jank, I've put in reports, but sometimes they originate from a couple tiles behind the unit when firing. Like I had a case where unit was crouching and firing hiding behind the helicopter wheel, but gunned down someone in the back seat of the chopper in their forward fire.
  21. There are many features that are discussed regularly, but I wanted to drop a heartfelt plea to add one particular thing from XDiv, and technically CE. Namely how the morale system works. This system is apparently in the CE code, for reference, but mostly shines in XDiv. In short, there's many layers, and I may get some of this wrong, but your people get a situational morale bonus for sticking together. Your leaders boost units within 10 tiles, and morale recovers slower, but gets boosted by actions better. This creates an excellent thing where your units feel like they're fighting together, but would be prone to panic and psionic attacks if left alone. It's subtle, but for the sake of comparison. I wanted to share two scenarios. In one vanilla game, the squad gets suppressed from a single rifle burst from a Cesean outside of the drop ship, and while they mostly held together, two units, including the LT leading them, broke and ran, despite not being in danger, and actively outnumbering the guy 8 to 1. In XDiv, a scout is sent out the side to do some scouting, while the rest of the squad runs out and forms a wall of shields outside of the dropship. They take a drone attack, half get suppressed, the rest take their shots. The scout gets injured by a sneak attack, but doesn't panic until psi hits him. That psi and Suppression doesn't do more than slow down the formed up team, and their morale rarely dips below half even when hit by psi. Point being, it makes the fight feel like they are actually a team, and this helps a lot with believing the reactions when they actually do panic. Berserk was removed, and honestly I'll never miss it. One of the worst moments I had was when an I/I run was going super well until we waited too many turns for one rookie's liking (No casualties, no suppression, no psi), and he takes an HMG to the vets in the team....resulting in a dumb as hell squad wipe out of absolutely nowhere, since the last guy with a Pistol had 2 turns to walk out and mop up the 5 panicked units left. This has never once happened in XDic I don't want to make this too long, so I'll stop there. Please, the code is apparently already there. Please consider this system. It makes our units feel sane.
  22. It's broken as is, why make it even stronger? Lowering accuracy would make sense with recoil, right now there's no contest after the first couple months.
  23. If it's like X1, it's the trigger to launch the final mission.
  24. Technically, it does a Bravery check, so the training is there, but at the moment something is going wrong with the way it's calculating, apparently.
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