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DaceKonn

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About DaceKonn

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  1. DaceKonn

    Xenonauts-2: ATLAS Base

    Oh, what a sneaky way to sell the side view! But honestly I love to idea to utilize the missile in the story, either as an end game or as a part of the end game, like nuke the part of the fleet etc to drop the shield of the command ship so we can send the team - it's just a thought. Short answer: use the missile in the story! Doesn't have to be the end game, but it can be!
  2. While reading a little of the posts on the forum and also some guides around the web as I'm playing X1 I realized one thing. You play a global organization, military global organization and like X-Com (fireaxis series) you save the world with 1 squad basically. I know in X1 you can make more squads but it's considered "suboptimal" but in realistic setting this shouldn't be suboptimal at all, this should be the core strategy to have global reach. So there is this one part that the game tries to be realistic in a way and the other part that it enforces and encourages the unrealistic "one team to save them all" approach. Especially that this team was a rookie (private) team. I know that starting soldiers are higher than privates but that's not the point. The game sells the notion that I command an military organization tasked to save the globe = whole globe - from aliens. The strategy part wants to make a lot of bases with strike teams in each one of them. And then you find out it's not really what the game meant with the global thing Ok. I'm starting to ranting so fast forward to my idea: Stop telling people that you are commanding a regular team. Make it loud and clear that this is a team made from the best operatives available. Problem? Ugh the military ranks. The "private" screams with "a regular guy" thing. Maybe substitute them with something fictional that would be characteristic for the xenonauts? Make an entry level guy already (storywise) an exceptional operative that could be even in high military rank but in the eyes of xenonauts he is an Initiate or something. This also means - no secondary strike teams. Or maybe an expensive option to make more. Instead - recon teams - or scout teams, or regular teams or something. Soldiers you hire but not manage, they can have their military ranks. They can be spread around the world in air bases etc. This Recon Teams serve a purpose - because I remember that the goal in X2 was to limit how many missions one can take and limit how many crashsites one can visit - make recon teams go first. Take the closest airbse and order a recon team to scout ahead. They might find out that the crashsite had zero survivors - so no need to call in the main team. They might find little resistance and have % of success to be able to handle it - like auto-resolving air combat. So you setup recon teams around the globe and send them around to investigate. You could also make "unknown" events and let recon team to reveal what is it. When things go ugly you send the A-list, The Team, the guys you level up, equip and who are ready to deal with the hardest cases. This would make Players feel like they command something and at the same time it would serve a kind of explanation why it has to be this one specific team that has to fly on the other side of the globe to check yet another crashsite - it's because you have send a recon team and what you had is "you lost signal from the recon team that reached the site..." This of course means that the recon teams would be relatively cheap. Motivation of this idea: Take Stargate - they send SG-1 on missions, but in many episodes there is a hint that there are much more teams that operate, we just don't see the boring stuff, we see the A-list guys doing important things. We occasionally see how other teams need support, get lost, get killed, or where they lend a hand to the a-list team. This makes the whole idea of SGC an actual military organization not only a SG-1 team alone. A game that serves similar "trick" is Titanfall - it's an FPS game where you are an exceptional soldier on the battlefield - a pilot of a mech. And matches are 5 vs 5. So... exceptional not really... especially in the setting about war. So what kind of a war that would be if the battles are resolved with 5 soldiers? So in Titanfall there are AI grunts walking around in bigger numbers (like 5 in a team) and they actually fight each other, they try to shoot the player character with poor results. You can even see a scripted event where for example two grunts are grappling on the ground and you might kill one in order to save the other. They are easy target and - they spawn constantly. This makes you feel like in actually combat and you feel exceptional because you have this frame of reference. This would be the reason for Reacon Teams - to serve as a frame of reference, they wouldn't require management, equipping them etc. but at the same time gives you a reason why you have one strike team that has to fly around the globe. Yes, they would die a lot, but that's their purpose. Those are the grunts. Reacon teams could also serve more purposes like secure some strategic places so that a mission could be unlocked - for example having to take out outposts before you launch a strike on the alien base. The more outposts are secured the less bonus the alien defense force will have. Also if people wouldn't like the idea of actually making and sending the teams - make them automatic - just a kind of animation on geoscape or text here and there. After shooting down an UFO show a small dropship land nearby and show a text: "A reacon team has secured the crashsite, no survivors found" or "A reacon team near XYZ gone missing..." which gives you a feeling that this huge organization actually has soldiers not only 8 badasses that have to save the world.
  3. Just a wild idea - I don't know how the "secret war" part will be handled and if it's still used but one thing that is connected with this is that if not everyone is convinced there is an alien invasion so not every region will help Xenonauts - this is logical - but also not every region/nation will be happy with things flying around especially near their borders or through their regions. So it's nice to launch an interceptor to shoot down an UFO over your home territory, but when it get's close the border we are talking about an incident and if the nation hasn't bought the idea of Aliens they won't really like three fully loaded interceptors flying over their terrain no matter how loudly you will yell "but we are chasing an UFO goddamit!" So an human based enemy interceptor might be launched to intercept xenonaut interceptors and or dropship(s). This gives another interesting mechanics - placing Field Agent in regions to allow safe air passage and depending on the agent you will be allowed to enter the airspace with limited amount of crafts. This might be interesting spin on the interceptor reach - not spawning air bases but getting open border permissions. There is a lot of air bases already in the world so plenty place to park your planes, but actually someone allowing you to have those planes above their territory is totally different problem Making Xenonaut organization the only ones that are able to detect UFOs makes those things more complicated. Also sending a squad and risk border violation (loss in relationship) and possibly facing human interceptors. This is a lose-lose scenario where if you fight them you get negative relationship if you don't engage they might shoot down your planes, and if you don't intercept the UFO it might get some stuff done like landing. Or having the ground team ready but unable to reach the site in time because they can't get into a region without passage. By extension launching more interceptors even within your region might be frowned upon simply because "why the hell are you launching those birds?! Are you planning on bombing us? Do you think we are that stupid?!". Other thing about cold secret wars is keeping them secret. Sometimes some good guys are about to find out what's going on and going public with this. An event with an influential figure being able to convince a lot of people that aliens are true and there is a secret organization fighting them might rise the threat meter (if it gets implemented) even if it would sound great but is more harmful in the long run. So sending field agents to silence those people could give something to do from time to time if someone wants to maintain a low profile. Kind of a sacrifice for the greater good. I think this was shown in one of the episodes in "Person of interest" where someone did figured out the whole secret war in the series and his life was hanging on it because either the good guys did tell him it's the truth but that would make more damage in the long run, or convince him he is wrong and thus destroying the man because he gets depressed because of it - "I thought... I thought I was right..." Similarly even more dark stuff is actually keeping things covered - like actually attacking some human structures in order to rise suspicion of the aliens (a very dirty tactic) or having optional objectives that if you allow them to fail there is some tragedy but also there is no rise in the threat - for example that terror mission - you aren't supposed to kill all the aliens... or save all the civilians. Or missions where there are two tings going on "secure the X target" and also "aliens will kidnap Y people" and if you stop them from the kidnap this will rise the threat a lot but if you only steal for example the X target they won't notice you that much but you just allowed Y civilians to be experimented on.
  4. I hope the topic is still open In regards of top down versus side view - it doesn't matter that much to me as long as it feels meaningful, purposeful etc? Like adding some room types only to make "a lot's of different rooms that player has to put in the base" versus "having meaningful constructions". That being said - having too much "junk" and "stuff" to clean and watch over to make the base operational feels a little tedious. Same thing like in Xcom2 with flying around to collect supplies... ugh. On the other hand - if the general concept is interesting and dosn't work in isolation it starts to feel nice. For example I saw here a mention of a mission where you need to get reactor core in order to install it in your base. That's what would make it actually interesting. Some random ideas and thoughts I get: Having one main base but many secondary dedicated locations - meaning not all other locations have full base view, it's like the aircraft base idea, just put it somewhere and have two buttons to upgrade hangar slots and radar coverage, no layout required for me. Additionally why keep all the stuff in Atlas? I mean it has restricted space etc. and it if you make aircraft bases around the globe it doesn't make logical sense for me that you can't have other dedicated sties also - like having factory to build aircrafts for example. Or having a research center because there are those few research programs that are dangerous and have to be made in some isolated space etc. - yes, defense of those bases would be hard, making them concealed also. Maybe have some finite list of shelter bases - and you re-purpose them for one specific task. This bunker will be my new research facility, this one is a warehouse etc. it does make it feel more "global". Keeping them from being assaulted and bombarded would require having interceptor coverage (airbases), paying for some defenses (not necessarily laying them out) and send your team when you know a certain site will be attacked - so they arrive in few variants - a minute before the attack, during the first phase of the attack, or after the aliens actually breached the first defenses, and the worst scenario when they actually have infiltrated the base. And you have to either protect the base, or get some important stuff out of it - be that an engineer, scientist, a weapon prototype etc. depending on the stage of alien assault of course TLDR: placing more than only air base in geoscape, having research bases, workshops etc. making them a strategic targets but not need to have full layout and building them and managing In connection the the above - don't try to push all stuff into the Atlas base - make hangars a part of external on the surface things - maybe have the option of hidden air bases later? If something doesn't make sense in the Atlas - place it outside. Either by "surface" base layout (actually it might be a decision in game "ok we are expanding Atlas on the surface now!" so it changes into one big target for aliens) or by remote bases Also it depends on what sort of a feeling one wants to achieve. Let's take fireaxis x-com 2 - they wanted resistance and guerilla feeling. There is not interceptors and hangars and fighters because the resistance doesn't have those. On the other hand you need to grab supplies, avoid patrols etc. this enforces certain feeling in the game. What sort of a feeling Xe2 wants to have? Global defense - multiple bases sound more realistic and enforce the feeling of actually defending the planet. Xe1 has this feeling even with showing a lot of events that occur outside the radar coverage you feel you need to expand. We lose the first strike - single base, but then interceptors and fighters shouldn't be something that is available from the start, aliens have the upper hand so if they nuked first xenonauts base I expect they bombed also other air bases around the world. Getting a single air base should feel like an achievement! Not to say keeping it from being destroyed. So setting up an air base and getting some fighters should feel like it takes some time and it's an accomplishment. Putting next bases might be easier but "pushing back" feeling should be enforced - like you can't simply get a new base in the other side of the world just like that. You have your starting region and you expanding from it bit by bit reclaiming. This is actually a little how Xcom2 feels. It just logical - if we lost the first strike there must be consequences and you can't just make Atlas base and now I can build air bases with condors around the globe where I want, I lost, I'm one step behind, putting an air base shouldn't be as easy like "ok, we relocate to Atlas, in the meantime please set up two air bases one in north america and one in china". There must be gameplay consequences that tie into the narrative I guess. Same with reclaiming the reactor mission - reclaiming air initiative could (and maybe should) be also tied into a mission or series of first missions. I think that would be interesting.
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