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Oathbreaker

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Posts posted by Oathbreaker

  1. Apparently I did not introduce myself in this thread. Or did and forgot and can't figure out how to find out.

    "Coldbear" back in my WoW days, made some decent movies. Been playing X-Com and Chaos Gate forever, looking forward to Xenonauts and the XCOMEU reboot. Hunters2 on the iPhone rocked. Old Elite/Oolite player.

    I'm an immersion/realist/simulationist tactical guy. I hate extraneous UI stuff, like arrows and circles and stuff over dudes on the playing field. I love having a connection with my soldiers, and trying to use real-life tactics to solve problems in games. Will be building a Windows PC - so sick of this iMac that I only got specifically to make WoW movies.

    My background:

    Bodyguard, mercenary, soldier, sailor, LEO, CrossFit instructor, Deepsea Diver (Atmospheric Dive Suit Pilot). Canyoneer.

  2. No fullscreen in top right or anywhere else.

    Graphical glitch: Cement barricades over-write soldiers on the ground - doors as well sometimes.

    No easy way to rotate soldier's facing, unless I'm missing something. Should just be right-clicking on the ground, right?

    You can bring up a menu by pressing Esc. But you can't close any menu by pressing Esc. Moderately irritating when you're trying to close a window like a new Research or the Tactical Mission end screen.

    No easy way to toggle Reaction Fire.

    Right-clicking on a target appears to have no effect.

    Medkits appear to have no effect, or very little? Utilizes the grenade-throwing animation. Are they just supposed to stop wounds, or actually heal hp like the target reticule seems to imply? Shooting crosshairs for medkit application seems a bit ...morbid.

    No way - that I can tell - to open doors without moving through the opening at the same time.

    No clear way to see if a person has LOS to an alien. I thought I did, so fired a rocket launcher over a crouching soldier in the side exit from the Chinook. Apparently I did not. BOOM.

    If you attempt to throw a light stick at an alien you get switched to shooting mode - so you have to be real careful and not mouse over an alien while trying to throw a light-stick. Pain.

    Geoscape icons for aircraft are way too big, click boxes for cities are also too big. Can't re-direct aircraft by clicking on the new target, you have to go through only ONE of the three "Intercept" options windows. You should be able to redirect a squadron by clicking on the new target, by clicking on the squadron, or by clicking the "Intercept" menu.

    As soon as a UFO pops up, it's immediately hidden by the pop-up window. It's a bit annoying to not know where the damn thing is unless you click something.

    Near impossible to situate a base on the Island of Hispaniola (a.k.a. Haiti/Dominican Republic), even though it's more-or-less clearly designated as "land" in the Geoscape engine.

    Can't zoom out in the tactical window?

    "Items ordered for base Fortress Terra has been arrived." - Should read "...have arrived."

    Redirected a Chinook after a successful tactical mission, on landing at site #2 I'm greeted with ...a shield equipped? WEIRD.

    http://i.imgur.com/s3rFXl.png - can't figure out how to make a clickable thumbnail on these forums, so there's a link instead of a large image.

    http://i.imgur.com/MAClIl.jpg

    UPDATE: I think this has something to do with me losing two soldiers in the first raid. They're back to life, minus weapons, plus a shield, but still with light sticks.

    Roll aircraft left or right (default buttons Q and E) doesn't seem to work. I'm ok with just not having left/right as a feature - it really should be random as in a real dogfight you'd just fly on instinct and not always make the right move, then have to adjust imho. Then again - I'm not a flyboy. I just pick up the pieces from the bottom of the ocean after they crash. FLY NAVY - DIVERS NEED THE WORK.

    Mission Successful screen says "Items Recovered" and at the bottom of that pane it says "Total Sales" - umm, why am I immediately selling stuff - or do you rather mean "total item value" - i.e., potential sales?

    Stairs are currently hopelessly buggy graphically. I'm getting the feeling that this is a very ambitious project that needs to cut some features while the kinks get worked out.

    CTD after firing on some dude behind a cement barrier. Last auto-save was apparently a looooong time ago, as in several missions ago.

  3. Fullscreen is working for me. Do you not get the button or does the button just not work?

    Any more information on not being able to save? It has been working fine for me.

    Only one known issue:

    TU drawn during ground combat overwrites itself (engine bug)

    No button. Unless I don't know where to look.

    Was able to see an auto-save. Maybe it's not possible to save prior to something significant happening?

    EDIT: Completed first tactical mission. Controlling 12 soldiers ...incredibly tedious trying to find one dude. But I guess the original was like that too - which reminded me why I never brought more than 5 or 6 dudes along.

    Couldn't see the shots coming back at me in alien reaction fire.

    Plane icons on Geoscape still seem a bit overly large to me.

    Selecting Reserve Fire needs a toggle key shortcut.

  4. Still only window-mode. This makes playing tactical no fun at all (scrolling is a pain in the a**).

    Work-around is to set your screen resolution to something slightly lower every time you load the game. Not perfect but it works. I'm on a 28" monitor (yeah, that was a dumb idea), so done it a few times for other games.

  5. It is there, I just double checked. I was able to download from desura and run it.

    Its possible this is only an issue for standard pre orders. Maybe upgrade? ;)

    I paid for the Standard pre-order. If that means I don't get to test v14 until way later than the Premium pre-orders, that's kind of fucked up. I wish I'd been told that when I put down my $20.

  6. OK, V14 is now available from desura.

    Not on a Mac, right now. Just checked.

    I'm a standard preorderer and unable to download any mac build.

    Is the sync problem Chris mentioned causing this?

    If I go to http://www.desura.com/games/xenonauts/download it states:

    I'm properly logged in. Could another standard preorderer confirm this?

    I'm moderately certain that the developers of Xenonauts have uploaded Mac v14 to Desura, but Desura hasn't gotten around to making it available for download yet. This may or may not have been the case for a number of days now, plus there may or may not have been some trouble with uploading it.

    Theoretically, you should be able to be notified via email when things change on Desura by clicking the "Track this game" button, but that has yet to work for me, I just check the page daily.

  7. Needed:

    Pistol

    SMG

    Shotgun (maybe two types in a mod, but that's not needed in the base game)

    Carbine

    Sniper rifle (the one currently in the game seems a bit ...advanced for 1970s, but wth)

    RPG-type deal

    Machine gun thing that can barely be moved and fired in the same turn

    Advanced tech:

    lighter machine gun that can be moved and fired, but with less oomph to it

    expensive as hell IR sights followed by even more expensive NVG's

    And that's all I got. I like ballistics weapons in these games. Alien weaponry decreases immersion and internal logic for me, imho - but not for most people surely. I understand it's a game and people just want to have fun, which for most is to just sit down and blast some space aliens. It's cool, we can all get along.

  8. This is absolutely awesome. I always like regular-tech ballistic weapons better in these types of games than the ultra-OMG-super-alien weaponry.

    I, too, would suggest you swap the MP5 to something more one-handedleable like the Uzi or somesuch. Just change the name and the graphic and you're good to go.

    Good-to-Go.jpg

    Good-to-Go.jpg

    Good-to-Go.jpg.e4ab992d47c034950394dc5a1

  9. I refuse to rename it mostly as a mild form of trolling. Also I can't be bothered.

    Hi. I have ~14 years experience with these damn things. I support you in your "Not Bother" stance on this issue.

    I bet you balk when you see "trained professional" characters (ie, Police, Army etc..) in films with their finger on the trigger at all times though :P

    Meh. I'm cool with stuff not being realistic half the time, as long as it's not ...crazy. Irl most work that people make movies about takes tons of people and is really bloody boring 90% of the time.

    To put it in perspective (not that I have first-hand knowledge, I don't), putting one missile through one house in Pakistan probably involves hundreds of people working on stuff. Not continuously, but off and on, on the same type of cases. Most of those people find their work very boring after a few years. The one guy who pulls the trigger is probably complaining about overtime right now, either too much or not enough.

  10. I'm a 14-year veteran of this, that and the other. (Ok, fine - 1 year stuff, 1 year bodyguard, 10.9 years Navy, 1 year LEO) Been shooting guns for who knows how long.

    And I'm perfectly fine with calling magazines clips. If anything it'll just perpetuate the Hollywood thing, which is fine, in fact it helps those of us with experience so we can more easily differentiate between someone who knows and someone who doesn't.

  11. Gotta draw the line somewhere, though.

    You know what would be even more "immersive" than taking away the little suppression icon? Taking away that total control and FOV of your troops that you get.

    After all, it's not like a real commander could micromanage their every movement and see everything they see like some kind of hive mind, either. It'd be so much more immersive if you could only control the commander (if he's even on the battlefield in the first place), and merely send orders to your troops and hope they don't mess it up. Hell, you shouldn't even get to see the map at all, at least not with real-time updates of where everything is. It'd be more realistic if you only got what reports your troops could be bothered to radio to you. Every turn, you could get messages from them (text only, it's not like you have a video feed or anything) and maybe hear the gunshots, then you'd have to issue orders solely based on that.

    Would that be more immersive? Probably. But I wouldn't be interested. Would you prefer it like that?

    I'm not being facetious there, I'm honestly curious as to how far you'd be willing to take this whole "total immersion" thing.

    This debate over suppression icons is close to pointless, anyway. Like others (including myself) have stated on the thread, it wouldn't be hard to throw in an option to turn it off, so players could have it either way. Maybe it could even be modded out.

    I'd like to take it way farther than modern PC gaming systems are capable of, or modern game developers are interested in developing - which is about 10x further than the vast majority of gaming consumers. I'm an outlier, an anomaly, and anyone who designs specifically for me will have a few very loyal customers, but miss out on many more consumers who value their convenience above most else. People like yourself are much closer to the game's target audience here.

    I'd love to see it be an "opt in" or "opt out" feature - problem is I don't see the developers interested in going down that road. It's just an added feature that few would use.

    Either way, at least we had a discussion about it and more people considered different options and might think of this when it comes up again. Medium-size defeat with a small small silver lining, I guess. Meh.

  12. Too little information hurts immersion, not the other way around. If I know that something is possible but I can't even tell whether I'm doing it or not, that's not immersive - it's a more boring version of the lottery. The more bullshit there is keeping the player from understanding what's happening, the less immersive it is.

    That isn't to say there needs to be icons and numbers all over EVERYTHING, but it's all the more immersive when I can work out the rules of the game, when I can tell that the system is polished and well thought-out. With too little feedback, there's no chance of that.

    Sorry, I don't get this.

    A soldier on a battlefield shooting at an enemy will have a very crappy chance at figuring out whether or not that enemy is suppressed or not, unless they see a ton of bullet impacts around that enemy's position.

    What's immersive about more icons over the sprites in the UI? You're getting dangerously close to the old WoW territory here, where every enemy is more identified by it's floating hp bar and targeting circle when you tab-target to it - than it is defined by its graphical representation in the "game-world".

    I understand the desire for absolute, total, complete, information mastery for the player. Lots of people want a game where they know EVERYTHING. Where they know how many hp's a monster has, exactly how much damage that shotgun blast just did, what the average chance is of two more shots taking down the enemy. But that has jack all to do with any sort of reasonable simulation of reality. It is, by definition, not immersive. Immersion is a simulation of what it would REALLY be like to be a commander of troops in the field, with very little clue about chance-to-hit and exact capabilities of enemies.

  13. We couldn't put that in the combat UI because there's no space. The mission end screen though, yeah - I'd like to have a KIA stamp to go over the portrait.

    Are you replying to the OP or something else? All I'm saying is use the space that's vacant in the UI when a soldier dies. Or have that soldier still be selectable with hotkeys or the little bar-thingies above the currently selected soldier - then have a 'KIA' stamp over the portrait to drive the point home.

    ...Drive it home, right in the feels.

  14. Ah but that just adds to the fun when you leg it over with your stun baton and it superheats your kidneys with a plasma rifle...

    Just me then?

    I'm with Gauddlike. You should know when an enemy is suppressed. And if it's crouching in cover, how the hell would your soldiers on the battlefield see if the enemy is suppressed or not, anyway??

    People want drones to be suppressable? Sorry, that'd be just ...meh, sure, whatever.

    If you take fire in the real world you will be scared and you will take cover and press yourself down into whatever little dimple in the ground you can find. But there's no icon popping up over your head.

  15. Is the unit dropping to a crouch when you fire upon it just not obvious enough?

    Why is there a need to add another graphical UI interface icon to the game, right smack on top of a target, exactly where it is least wanted by anyone who wants a little immersion to go with their boatload of alien-killing and tactical shooting?

    Then again, I guess convenience really is king for most people who feel "it's just a game, not a simulation."

  16. Geoscape is very laggy still, and I have a very fast computer. The air combat is nice and smooth, but I can never even load the ground combat it seems. I'll wait awhile longer to see if it loads it though, then edit this with result.

    EDIT: Never loaded, just said "Loading... This make take awh-" then before I finished reading it, it black screened.

    The tactical freezing only seems to happen when using the stripped down assets, seems to be missing an asset. This will be fixed in the next version.

    See above.

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