Dren608
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Everything posted by Dren608
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Rather that getting into hit locations could we implement an accuracy penalty? Something like -1% Accuracy on this formula - (Damage point total X (bravery/100)) Example: Soldier or alien has Bravery of 50. They have taken 30 points damage so accuracy is reduced by 30 - (30x(50/100)) = 15 reduction to accuracy. This gets calculated each time the figure shoots so Med kits, etc. will help restore some Accuracy, but lingering wounds will always affect your shots. And BTW Please allow the automated med kit to be equipment option in the Colossus Armor, please.
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- damage system
- hit system
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The Colossus Armor would far more apealing if it was allowed 1 module - the Auto Med-kit. Also I second the idea of the HEVY, currently I can equip that ammo but not the weapon, which makes no sense. I would have an upgrade research that adds the Grenade launcher as a secondary weapon along with the Armor bonus. Will be used in Terror missions a lot then. Maybe be two different Research choices to make it "costly" in time, IDK Right now it seems to be a waste of resources to make and equip any soldiers with it.
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Milestone 4 Balance & Feedback thead!
Dren608 replied to Chris's topic in Xenonauts-2 General Discussion
Air Combat - I know changes are coming but I want to throw an idea out - What about Pilots getting "piloting points" something like 1 for each interception they aren't shot down, if you play the dogfight then give them and extra point for "shooting down" UFO (i.e. shot that destroys it). Probably max it at 25 (for normal difficulty adjust for challenge settings) The only use of the points would be to weight the Auto resolve function of air combat. Some people are not going to want to do all the air combats that come along, so this allows dome early investment of playing it to help out later when there are so many. The Formula I would use would be Total Pilot Points of interceptors divided by UFO count gives The % of Damage not inflicted on interceptors. So You could still "loose" and auto resolve Battle but your Aircraft would not get completely trashed (and the resulting long time of rebuild). I'm looking for an alternative to fighting every air battle, as I think if it is an option you might get a larger interest in the Game as a whole. Should I make a new topic for this Idea (Air combat)? I floated an earlier Idea about Scientist and Operations officer being "voice acted" really they have few acting lines, but having a "snarky" voice to read out the Scientist's research finding could be massively entertaining - Heck might even be able to draft some of the Kick starters to audition -
So This probably not on the to do list, but I think it should be. Have any thoughts gone into having our Erstwhile Scientist be voice acted? The Mountains of text he generates would be really nice if we had someone reciting it to us, Especially if they can deliver the sort of condescending tone he seems to have to those not in the "Genius" category. As a secondary we could have a Female voice actor do the few lines our operations officer offer through out the game. It's not like they have to match up to animations or anything, but it might be a nice upside to have that small voice acting input. I know they (Voice Actors) are on Strike as of the writing of this message, Would Goldhawk consider that as something to add to the game?
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So This probably not on the to do list, but I think it should be. Have any thoughts gone into having our Erstwhile Scientist be voice acted? The Mountains of text he generates would be really nice if we had someone reciting it to us, Especially if they can deliver the sort of condescending tone he seems to have to those not in the "Genius" category. As a secondary we could have a Female voice actor do the few lines our operations officer offer through out the game. It's not like they have to match up to animations or anything, but it might be a nice upside to have that small voice acting input. I know they (Voice Actors) are on Strike as of the writing of this message, Would GH consider that as something to add to the game?
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Not sure this is real "bug" just maybe incorrect flag set somewhere on what text should come to the player? I get the Text for what used to be successfully completing the Cleaner Data mission after rescuing the VIP (it came first in current play through. Stable 4.18 version, I have progressed the game so no save or log file, but thought I should see if others have had this happen
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To add to the above, one thing I find sort of underwhelming is my operations officer, and lack of a chief of engineering. The later one might be too late to implement, but a chief engineer giving you some "color" or description of what he is doing might be a bit more immersive. The one I'd like to throw out there is the operations officer, she is there already but really doesn't do much. If during those "stretches" of time passing on the global stage, she could have "missions", more like strategic decisions - example might be, An influencial official in a region would help reduce panic if given a certain amount of alien tech/corpses. Stuff like that. Maybe she sends a delegation to negotiate such a deal that later generates an Extract mission (because they failed, etc.). The idea is to give the player a more "lived in" scenario, where stuff is going on all around the world besides the "main event". I don't know the code or structure so maybe this is prohibitive, but would (especially if randomly generated every game) the player more choices and fell more involved in the entire planetary crisis. Just my 2 cents worth. So far it is still fun to play, just feels like there is so much more that can be done with it.
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When I bring up the Aircraft sction and look at the angel Interceptor it sys 3/4 slots used but there are only 3 lots actually available. Minor thing but for brand new players not knowing this has been changed might have erroneous "bug" Reports generated.
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[Milestone 2.19 - Geoscape] game always crash to desktop
Dren608 replied to zardoz2206's topic in Xenonauts-2 Bug Reports
I notice that it does in "raw" amount of money coming in, it is just that you are usually adding Expenses in more buildings, bases, Aircraft, Soldiers, Scientists and Engineers, so it doesn't seem to ever increase. IT does not go up enough to do all you want to do, so it is forced decision making on the player. From a lore POV I can only asume the Alien infiltration is wide enoug hthat the amounts you get from regions is all they can "sneak" past. This an alternate reality world after all. -
Regarding "Endgame" and new developments.
Dren608 replied to 453074's topic in Xenonauts-2 General Discussion
I liked the original X-com from the 1990's scoring charts. IT let you know how the "world" perceived you actions as you progressed. It showed enemy score and Your Score, as long as yours was higher or equal to the Aliens panic wouldn't go up. They had story elements to let you know when you got to the point of "ending" the game. I would prefer that, the Story elements can be preserved in the Xenopedia, The counter on screen just seems to be telling me I'm not smart enough to know what's happening. You can always have the Scientist giving you percentage chances of progress in dialogues, etc. When I see those percentages I fell like I'm playing a fight game from Nintendo, or X-Box. Just doesn't seem the right kind of feel for a game like this. Just my 2 cents worth. -
Milestone 2.14 STABLE Released!
Dren608 replied to Chris's topic in Xenonauts-2 Releases & Patch Notes
So this on the Main/Public Early release now? IF so I would want to put out some videos highlighting the changes in a play through (I did that for Milestone 1) -
Strategic defeat of the player
Dren608 replied to Komandos's topic in Xenonauts-2 General Discussion
I don't know that balance works that way in a computer game like this. IT is a matter of the Computer MI (Mechanical Intelligence I refuse to use the term Artificial Intelligence) needs to give the player a challenge. So the more experienced the player, they can up the difficulty and the Routines used in program can be more "intelligent" on using their own assets. That's a lot harder to program than to say The point I brought up earlier was on "story path". Once I played X-1 I knew what was expected and it soon devolved into a not fun experience after a couple of plays because there was no variation on the story being told, or the events sequences. Having the MI have different goals from Game to Game in order to get it's "WIN' condition, makes it a challenge for the player to figure out which "set of rules" this game is using, and thus having to come up with alternative solutions. The Best option would be that those conditions can be influenced by player action, thus forcing the Game to change the path forward. The Original Game from back in the 90's sort of did this. There were several "Mission Types" that generated a score for the computer side and as long as they scored points they pretty much kept doing those. I thing depending on difficulty it would try up 3 times and if it didn't "score" positive in x tires it randomly chose another mission type. This led every game to being a different experience even if you had the "meta" down pat, because it could still choose the mission type that just "failed", I distinctly remembering a game where there was something like 8 or 9 "terror missions" in a row. IF the computer opponent had run one more I likely could not have stopped it, and their score would have soared leading to more of the same. A mechanic like that would prevent the "prefect build" procedure since you have to have enough versatility to mach the opponent's possible objectives. Wish I had the experience in modern Game engine coding to create a game like that. Also my 49+ years of coding was in other areas of IT... -
Strategic defeat of the player
Dren608 replied to Komandos's topic in Xenonauts-2 General Discussion
Not really just build in if you win say 3 in a row, the up their tech a step, so you can't completely out strip them, but might be able to keep a little ahead of them for a time. -
Milestone 2 (Prototype 2) - Balance Discussion
Dren608 replied to Chris's topic in Xenonauts-2 General Discussion
Thing is you have to remember to build all that as we have to build each Missile/Torpedo individually now -
achievements Achievement suggestion for X2
Dren608 replied to MisterMD's topic in Xenonauts-2 General Discussion
"Up Close and Personal" - Kill an alien using Melee weapon "Knife Master" - Kill one of every Alien race using only Melee weapon (not sure if this can be done to some of the mechanical ones without an improved melee weapon)- 4 replies
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- suggestions and oddball ideas
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Milestone 2 (Prototype 1) - Balance Thread / Discussion
Dren608 replied to Chris's topic in Xenonauts-2 General Discussion
I don't see why we can not have new playable missions, You have the biomes (with more coming I believe), need to change the Enemies to Cleaners. Editing on the Mission objectives and it should be playable just like any other Tactical mission. That is not a huge hurdle to give people more variety of tactical missions and rewards for success (and penalties for failure). -
The Squad size in the original X-com and in X-1 x-2 was always based on the Assault ship Technology, that was one of the biggest things to get that Tech up and build a bigger more diverse Assault team. The research, which is in question here, was allowed to progress down multiple paths in the Earlier game. It encouraged extra Scientists and even different Bases so you could hose them all. Even if the Ultimate design is just on project at a time in X-2, I would at least like to "queue" several projects so I don't lose time because I forgot to assign a new Research project (because of Missions and New Toys I want to build). The Engineer screen allows for that I don't see why the Scientists can't have a to-do list of projects.
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Xenonauts - Community Modding Tools
Dren608 replied to Chris's topic in Xenonauts-2 General Discussion
I was a Programmer/Analyst as my livelihood for 40 years, I'd love to see what you need, programming language, thoughts on how we need to integrate to main game, etc. Making sure we have knowledge of the underlying program language(s) the most important so we get people that know how to use it as we create such a tool. -
Ideas for a variety of missions
Dren608 replied to Komandos's topic in Xenonauts-2 General Discussion
Set the aliens to have different goals for their end game. For instance, annihilation (orbital bombardment) that's what we have now. "You are good lab rats" - more abduction missions, maybe something like a Harvester mission where rescuing Civilians out of a Space craft before it lifts off. And the Rescue mission in OP. "You are the slave race we need to exploit the planet" - more emphasis on base building, abductions, seeing Civilians turning on Your troops as they are "programmed" by the aliens, with probably a resurgence of the "cleaners" with better weapons. "Fear Us and Obey" - the aliens concentrate on Terror type missions to force panic to rise in regions so they can Control us through fear. How do you tell which "end game mission" the game is working on? We add research hints to the "interviews", maybe a special mission type for intel gathering to discern their plans. Put something like this in place and you will have the desire to do another play through to see "what happens this time". About copied and edited a bit from another post of mine. -
Strategic defeat of the player
Dren608 replied to Komandos's topic in Xenonauts-2 General Discussion
Because the Panic will rise ridiculously due to the orbital bombardment you can do well and suddenly just get overwhelmed, and you have no other choices to end the game you must go do the "end scenario attack" - I would prefer to have a better delaying choice to allow all the tech to get up to speed. Those out there that are not well versed in this game and ones like it are going to have a very bad experience when that happens. Now have the aliens have different goals for their end game. For instance, annihilation (orbital bombardment), "you are good lab rats" more abduction missions, maybe something like a Harvester mission where rescuing Civilians out of a Space craft before it lifts off, "You are the slave race we need to exploit the planet", more emphasis on base building, abductions, seeing Civilians turning on Your troops as they are "programmed" by the aliens, with probably a resurgence of the "cleaners" with better weapons, And then "Fear Us and Obey" the aliens concentrate on Terror type missions to force panic to rise in regions so they can Control us through fear. How do you tell which "mission" the game is working on, we add research hints to the "interviews" maybe a special mission type for intel gathering to discern their plans. Put something like this in place and you will have the desire to do another play through to see "what happens this time". Currently you have to play nearly perfect to have enough leeway in panic and tech upgrades to complete the final mission. The above could all lead to the final mission, but getting there would be a different journey and story line each time. You could even have the final mission have alternate defender types based on how you controlled their "plan" i.e. adding in cleaners, or civilians with guns, Local forces type etc. The possibilities for a truly epic game abound, and what it takes is alternate pathing through various mission types, etc. My son put it to me a few days ago, He doesn't much care if the Graphics are "snazy" and so on. He Asks is there a branching or alternate story where you actions will affect the game as you progress. I think just having the aliens acting differently based on "plans" like above would do wonders for the immersion factor. Not truly an "open world" obviously, but it would be nice to be able to be "misled" as to their true purpose in coming to earth. Just my dreams I know but maybe someday... -
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Do you have more than two bases? If so then it's a bug and they will need saved files to recreate. IF you only have 2 bases then it shows the one other base as a destination, it doesn't show the originating Base. I got messages on transferred personnel and items but it does take a couple/three game days to arrive - up through 1.29.
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Strategic defeat of the player
Dren608 replied to Komandos's topic in Xenonauts-2 General Discussion
So do well you still lose, do poorly you lose sooner? Don't like those choices from a Game Play perspective. I like the concept of increasing alien missions - not just terror missions but throw in abductions, base building, etc. ones as well. The Original X-COM (90's version) worked that way, you got to a point you HAD to do the final Mission because you were getting Swarmed. In Xenonauts have all those UFOs escorted and some roving Alien fighter groups hunting you and you won't be able to handle them all. That is when you realize you have to take down their main HQ/Base. Orbital Bombardment doesn't make sense if they are trying to "conquer" the planet. That is just going to Destroy some cities and then one "madman" will decide if we can't have the earth then the aliens can't either and start a total Nuclear War destroying the planet. There needs to be some more thought into "endings" as The Orbital Bombardment thing Always felt Artificial, just a way to force the end of the game. There should be more ways to force the player to decide it is time to end this. Once Orbital Bombardment starts, you know you have to go do the final mission whether your Tech tree is where you want or not. I want to play an individual Campaign Longer, rather that playing the Campaign More times. The Best solution (which probably can't be implemented at this late Stage) would be have different Alien "Plans" one involved Orbital Bombardment, Another is subversion (trying to take over Regions, until they control enough of the earth for their purposes), another could be outright occupation, Several landings across the globe (unable to stop by Xenonauts) disables All nuclear weapons, then the "swarm" mechanic starts to kick in. There are probably a couple more I can't think of ATM. Something like this with the various Alien Researches helping to Reveal what the Alien Goal is. It would add Massive Replay-ability as you are never sure what the Enemy is up to until near the end. I don't know the code hurdles involved but I would help to have something like this -
Option to change starting base building locations
Dren608 replied to cinder888's topic in Xenonauts-2 General Discussion
It would be nice to be able to build a defensible Base from the beginning, I have been known to drop a chunk of Funds to do that, as long as Dismantling works