Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

1 Neutral

About BDSMOverdrive

  • Rank
  1. Why would random events be unrealistic? I understand that certain aspects of gameplay would make sense to not be as randomized for immersion reasons, but at the same time adding cards help account for the many unpredictable aspects of realistic combat that are lost in a typical turn based tactical game. Cards would simply be a way of visualizing the probability of these events, but other methods could be used to present them in a more theme appropriate way. Chill dude I'd be down for more complicated air combat so long as it was set in the genre of a tactical turned based game.
  2. I've played through the first endless space and a little bit of the sequel, and I agree that the combat gameplay (if you can even call it that in this case) in it is the absolute worst. However, I fail to see how that's relevant because the battle system in that is a purely rock paper scissors number crunch with what is essentially an optional FMV that plays out, and so is neither a tactical turned based game similar to the air combat being conceptualized here, nor a card game. I'm also unaware of this apparent reliable trend of mixing card games elements with tactical games resulting in shiny graphics or failures, but I'm always open to the suggestion with the right data. I've played tactical turned based games that incorporated cards in the past like metal gear ac!d that did just fine, and I see tactical turned based games like the upcoming space hulk tactics bringing in cards in order to fix certain problems with its combat system in the last game as well. If it's a trend that is plaguing the genre, it is not deterring others from using it. As for just not liking card games, I hear ya, no game is for everyone, and I myself am not a die hard card game player. I'm putting it out here because I think it has a lot of potential, I personally think it would be a blast to play, and it's easy to convert ideas into the card part of card games and back again, so it's easy to expand upon it or scrap it based on feedback after it's implemented. *An edit after posting this* So I went and watched an endless space 2 battle because like I said, I only played a little bit of the sequel, and it does allow you to play a card before the FMV combat begins, so I was in the wrong saying there was no card system. I still maintain the idea that it's a poor example, as endless space's combat is just a step above an auto resolve, and does not reflect turned based tactical games mixed with card games. *An edit of an edit* I watched some more footage and read the endless space 2 wiki on combat just to make sure I wasn't missing something, and I actually understand now why you would think I was suggesting something similar to endless space 2's combat system. Combining the imagery one might get reading the wiki, and the pre battle screen one is shown in game, it certainty gives the impression that the player is about to engage in a tactical game possibly similar to what I have been describing. I assure you though that neither what I've been describing, nor the game examples I used above, are anything like endless space 2's combat, nor would I ever want it to be. From a purely aesthetic UI point of view though, the pre battle screen of endless space 2 (In game called the "ADVANCED BATTLE SETUP") wouldn't be the worst example of what the UI for a turned based tactical game mixed with a card game revolving around aerial ship combat to be inspired from.
  3. If you think card games aren't about tactics, this is likely because you hate card games. Regarding your realism concern, card game elements are very flexible as I've said above. If you felt that it would be unrealistic to never have access to all your weapons, the system could be limited to just special actions/conditions/inspirations in combat and not your attack options. The important thing is it opens up opportunities for more varied battles with different outcomes. Also if it's just the idea of cards that ends up being the biggest road block for some people, the system is also flexible in this fashion, because if you've ever played a game where you weighed your options against statistical probabilities and the mind of your opponent (in this case the AI), then you've played a card game. For example: Say you make a very simple deck that consists of escape charge cards, special actions like the out numbered cards, and then added in blank cards in order to balance out the probability of drawing a specific card to your liking. If people like the idea, you now have a card game system that is adding meaningfully random elements to the battle system, creates an easy means of explaining why these random events are happening so no one's immersion is being broken, provides an easy means to visualize various events that would be hard to portray happening otherwise, and is also just something a lot of people enjoy. If soccer manager 2018's sales are sky rocketing however, you just take the statistical probabilities of each card and turn them into % traits for that ship. Now the battle will play out the same without ever having to see a card on screen, but there will have to be other ways of explaining why and how these mechanics are taking place.
  4. I think Ravn7 had the right idea by suggesting card game elements, because it would allow the entire base concept to be kept, would solve the problem of too many interceptors and repetitive combat, and do all of this while being adaptable to different levels of integration and ideas. In order to keep the game from becoming a complex deck building experience, you keep it very simple by each interceptor having a base set of cards, with each weapon and pilot (if you wanna stick to the pilot idea), adding their own set of cards to the pool available to that interceptor. Then at the start of combat each ship draws cards from their deck, with a new one being drawn each turn, then the combat plays out as mentioned in Chris's original post, but with the cards determining in which distances/conditions the ships can attack from and how much damage they do to each target. From there the card system could be expanded to include effects other than just offensive attack cards if desired. The advantages of a system like this are many, like fights playing out very differently depending on the match up of card pools available to the player and UFO's, but a good card game should never feel unfair or chaotic, with hard and soft counters still being achievable. The other big bonus is this makes it very easy to balance a single UFO vs one interceptor, and that same UFO vs many interceptors, by simply having certain cards that the UFO can only field when out numbered. This solves other problems as well, like what if the UFOs now out number the player's interceptors due to escorts? The UFO can no longer use it's out numbered cards, having instead traded this for the bonus of escorts, but perhaps certain interceptors available to the player will have their own out numbered cards, making 1-2 of these interceptors ideal for fighting 3 UFOs , but would lose to that same UFO alone. This means that the player could still have lots of interceptors, but only certain numbers and combinations would be ideal to respond to certain threats at any given time. Other advantages include making it easy to make different combinations of weapons/ships/pilots ideally suited for each other when dealing with different ranges and opponents, but it also lets you mix and match them for a more well rounded or wild card strategy. It also allows the implementation of different load outs for enemy air craft, as each UFO could have its base deck that would determine its general strategy, but would have a random pool of additional card sets for different equipment the craft could be carrying. For example, if you change the gain one escape charge per turn to the alien needs to draw a set number of escape charge cards in order to escape, you could have scout ships that had decks built around gaining charges quickly and few attack cards, which would lead to it being less predictable as to when it would attack and varied escape times, which in turn could be even more varied by a randomly assigned (or fixed and determined by the UFO's mission type) aggressive attack deck due to superior armaments on that particular scout, or an especially escaped focused deck due to a better engine. This would ideally make it hard to counter every single UFO every single time, so that you don't end up missing out completely on terror missions and base defense because your air game is too good. Card elements also work very seamlessly with turn base games, and can be scaled up or down to cover more or less of the combat as one desires. It can be the mechanic that all the combat revolves around, to just certain systems, to just a random sub element to occasionally mix things up. It can also be tuned to be as simplistic or involved as per the needs of the game as different ideas are presented. As for realism ever coming into question, the nice thing about cards is that in that regard you're only limited by your imagination when writing the cards description.
  5. BDSMOverdrive

    Xenonauts-2: Vehicles

    Losing out on the multi tile vehicles would be a major loss to what made xenonauts fun. Not only is it just cool to bring mini tanks to a fight, it helps distinguish xenonauts from current similar games like the xcom remakes. Balance wise I feel the trade offs were pretty fair. In theory you got a unit that brings superior durability, damage, unique weapons, vision (during the night), was immune to psionics, healed instantly after battle, and also allowed tactics like stacking up behind an armoured vehicle to advance when there was little cover, all at the higher cost of space on the transport, only having one in the field at once, lack of utility items, the inability to get through difficult terrain, inability to heal mid battle, additional research that had to be done, high costs of special storage/construction/maintenance, and didn't gain experience. I personally don't see a problem with large vehicles being "stronger" than the soldiers it replaces on the transport, because otherwise there would be no reason to choose between the vehicles or the soldiers in the first place. In other words large vehicles were (in theory), unique and exceptional combat units that came at the cost of being limited in number, flexibility, and steep resources. They also weren't a unit you would want to bring to every fight, as industrial areas/alien bases could present too many inaccessible areas, and a difficult alien ship assault was made harder by vehicles being unable to access most of the ship. That being said, the large vehicles were amazing in large open combat zones, night missions, and terror missions. These proposed smaller vehicles for xenonauts 2 sound very similar to what fielding the shivs in xcom enemy unknown was like, in that they offer some slight variations in abilities, but ultimately just feel like another soldier but with limited usage, all the while eating up potential experience that could have been gained. I feel like having identical weapons to the infantry would only solidify the feeling of just a slightly different soldier, and their unique abilities are just down scaled versions of what the large vehicles could do. In the end, I'm worried that the mars support platform will be too identical to a human in power armour similar to the predator suit, especially if the option to add upgrades like a cover ability were added to it, and will only ever have a distinct use in the early game. or just get phased out of the game entirely. If large vehicles were to make it into xenonauts 2, I'd like to see them return in the role of being very powerful singular combatants, but with heavy costs in both the strategic and tactical maps to field, and limitations that meant that you wouldn't want to use them for every mission type (like their size and lack of utility/support weapons), but were life savers on other mission types (like terror or wide open spaces). I also noticed that there are potential plans to add resource costs to fielding advanced equipment, another limitation could be that a lightly armed and armoured scout vehicle could be used without special resources, but if you want your fully autonomous flying mini tank on the field its gonna cost more power than the tech on the soldiers it replaces. A feature to really make them special would be their own weight limits or load out slots, with trade offs like the ability to hover/install sub weapons, for more durability/ammunition. Even if it was just as straight forward as changing one main gun out for another was in xenonauts 1, I feel it would help build tactical gameplay around the vehicle in your team. This could also be worked into the proposed idea of development projects to improve equipment already available, and could help with creating a not so linear tech tree, as now the player could decide to prioritize projects and research to improve their troops, or instead focus on singular powerful vehicles. If even with these costs to use them the idea of large vehicles still seemed overpowered, the option to do development projects to improve them could permanently lock out the option to do the same for your infantry at the same tech level. As for realism I don't see why people are willing to give a pass to the aliens having large machines that human infantry can go toe to toe with, but its unreasonable that the alien's infantry can go to toe to toe with human made large machines, especially once everyone has science fiction weapons, power armour that can supposedly take a small nuclear explosion no problem, and super human abilities. If the realism is a problem, then just have vehicles like the hunter scout car at first, then once stronger tech is on the way, just make it clear that these are scaled down tanks that might not have the big guns and plating you'd expect on something larger. Lastly, armoured vehicles are used in real life squad based tactics all the time, be it an armoured truck for a SWAT team or a single military vehicle working in conjunction with infantry, so I feel that the idea itself is not a shoehorned in concept for the game.