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EurekaSeven

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EurekaSeven last won the day on August 16

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About EurekaSeven

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  1. EurekaSeven

    Suggestion - Secret alien operations

    It would be a really good potential to further dig into the Cold War(or New Cold War) settings of Xenonauts, made me think about the insider-smuggler lore in the community mod. I guess one of the point you've mentioned that would be really helpful is to add espionage elements in game (and similar to what Phantom Doctrine refer to this). Complexity aside, I really like the idea that there would also be an intelligence war between the Aliens, the Xenonauts and even the regular intelligence agencies. It might be even more exciting if the main obstacles of your intelligence operations are not only the alien "generals", but even infiltrators into your base, not only an alien clone in your squad or research team, but even an undercover from the human intelligence agencies who has been spying on xenonauts from the very beginning, and you need to utilize differnt means to reveal those two. It would be more complicated for development, but really a good idea for concept.
  2. EurekaSeven

    Xenonauts-2 July Update!

    I've said that I'm not a fan of this combat robot stuff, but if the devs want to make some more variations to make this more than a robot soldier with better armour and bigger guns, i would suggest more options like so. If they totally unfocus on that it's fine, i don't focus on those robots anyway then, or maybe the modders can be inspired on this. And for other new stuffs you mentioned, if Chris don't talk about them in this update, i don't see a single point for us to discuss such features here, we don't even sure that the devs are working on these new features rather than more important things like refitting the systems or debugging, it's useless to talk about features that Chris mentioned previously that it would be hard to implement, if the devs didn't wrote about them this month. Just when the Aug Update comes out and we would see if we can discuss such features you mentioned.
  3. EurekaSeven

    Xenonauts-2 July Update!

    From what I've read the current main issue of 4-leg chasis into military service is the maintainence instead of noise that people often refer, that legs are fragile, complex in structure and more expensive comparing to traditional wheels or tracks. Which currently is a problem that can never be overcome with modern technology. If the lore says 4-leg can have benefits, then it would be good to have one but with higher maintainence cost. Good update although i'm not a fan of combat robots. But i do hope they would have more variant of armaments (or modded onto), like mortars mentioned above, flamethrowers, swarm missiles, or even loitering munitions. I would hope to see what it can do in game. Just, having more indirect fire or supportive options. Big guy swinging a grenade launcher running around is surely not enough to be the only artillery choice.
  4. The ICBM thing is not related to single UFO aircraft, but refering to ICBMs targeting towards the UOO-1. Maybe more lore about UOO-1 would explain this. In my opinion, it is a setting just to introduce the idea that you can't just simply nuke the alien fleet and ICBM is useless against alien targets. Also, I'm thinking that no matter what defence system the aliens are using, it should came from a larger craft like destroyer or dreadnoughts from the alien fleet or simply the UOO-1 itself, but not scouts and fighters.
  5. EurekaSeven

    Great Circle Radar

    Sorry Alienckiller, it might be my own problem for reading posts or i haven't played any X-com games, but I still can't get exactly WHAT problem lies within the Circle-system, I read that the problems exist throughtout the series but just don't get what EXACTLY is the problem and limitation that kept the devs away. Nor do I understand that how Air Combat minigames related to such geoscape system, to me these 2 systems are completely separated and unrelated things and i don't think Air Combat system would be affected no matter the geoscape is.
  6. From the beta video i watched recently, the Orbital Bombarment lore stated that the Earth launched 100 ICBMs towards UOO-1 but all got incinerated immediately. This lore might change afterwards but i guess the devs currently won't think about utilizing ICBMs into xenonauts arsenals and just stating that ICBMs are useless. Though i do hope that nuclear weapons would play a greater role lore-wise, relating them further with the Cold War settings.
  7. From the beta video i watched recently, only “Berlin, Germany” appears on the map. There's no East or West Berlin, nor “Bonn, West Germany/Leizpig, East Germany”, this may rather be a oversight or the Berlin Wall still collapses in this settings. Also, we should notice that apart from a single “Soviet Russia” region, their were no Cold War faction on Geoscape in the first place, European countries are Europe, Asian-Pacific countries are Asian-Pacific, Middle Eastern countries are Middle East. Personally I did hope the Continous Cold War settings could be demonstrated in game, but Geoscape-wise it would make the regions extremely complicated if based on Cold War factions, considering Europe taken apart as NATO, Pact and Yugoslavia, Middle East as Isarel, Gulf cooperations, Iran and Iraq, Asian-Pacific as China, ROC, Japan&ROK, India, Pakistan, Vietnam, Thai, Indonesia, Australia..... the map would be an awful mess.
  8. I guess we should also taken the consideration of advertising the game. For now it only have a realtively small community and not well known, maybe they should take part in several game events this year to earn more audiences. Chris mentioned about having a publisher, so i hope this would be their job.
  9. EurekaSeven

    selection sound

    I've asked about a similar idea for separate sound FX of missile launches for different factions so modders can intergrate different chatters (Fox 2 for human missiles or Missle Warning for UFO missiles .etc) for different occations, adding the chatter sound into the original launch sounds. Unfortunately the current sound system still cannot support such idea. It's just an authentic issue and I won't be disappointed if we can't play with such things in X2, but it would be cool if we're able to do so. There can also be some authentic sounds for notifications, I was planning to find the war room backgound sounds from Wargame series and also the high-pitch telephone sound that was used in multiplayer while you're sending destinations to other players, unfortunately they are nowhere to be found. A XCOM style soldier chatters in their own languages is understandably impossible to do, but it would be nice if there are background radio transmissions for ground missions as well, maybe even intergrate some alien-style static chatters like what they did in Enemy Within.
  10. EurekaSeven

    Advanced Aircraft and dropship

    If the dropships have some defensive weapons that could allow it to brought time to escape from UFO engagements (instead of getting shot down immediately), then it might be a good idea, otherwise no, I don't see real life nor fictioanl counterpart of this idea unless you want a corvette level starship to fit the role. Even the transport converted anti-air gunships in Yukikaze are purely gunships and lack transportation capabilities.
  11. I'm fine with it as long as we could get the components in differnt ways (such as crafting you mentioned) rather than crash site only, it would be horrible if you need to do tons of ground missions to get one random drop, not to mention that the generation of ground missions is random and depends on other factors (like air combat), and more horrible if one random drop can only craft one equipment so the player need to find more.
  12. EurekaSeven

    Xenonauts-2: The Geoscape

    So would you consider continuing the Strategic Operations concept in the future? I found it a interesting concept and can make player take good use of spare soldiers/pilots/staffs instead of assgining them to blow up aliens or just working in basements, some missions relating to Geoscape Agents can also made numerous opportunities to insert new lores into the story.
  13. EurekaSeven

    Xenonauts 2: Research Tree

    Good to have more lores! I'm always excited to read about the settings of Xenonauts and i even find it interesting for adding personal comments into lore articles like X:CE did, which made me feel that we are having an "alive" staff with a decent sense of humor, I hope the new lore stories can dig deeper into the Cold War authentic elements as well, like the counter-espionage for stolen technology story in X:CE was a really interesting side plot. I'm also curious about the new story of this case. What would be triggering the alternative endings then? Would players still get this ending if they chose to research the specific project even if they dont know what it is, or if they completely ignore what the lores are saying, they won't unlock anything related to the alternative endings?
  14. EurekaSeven

    Xenonauts 2: Soldiers & Vehicles

    I love any other features in this thread except this one i'm not so sure, as i mentioned in other thread I still miss the old 3x3 tile "armoured vehicle", and think it would be cool and challenging if aliens have same kinda tanks for a open invasion and we have to use better assets to deal with them. Not that I'm complaining the decision or asking to bring it back, but I'm just not sure that while using actually small UGV robots as so-called "vehicle", and for me the only advantages are they are tough, have heavy weapons and expendable, what is the point for players to employ these robots if human soldiers can actually have upgraded armour, can equip rocket launchers or LMGs that are just slightly weaker than robot mounted weaponries, and are actually expendable as well. This might be my own issue about robotic assets in such genre because I also found myself having the same attitude towards things like SPARK/MECs in XCOM2, but after all the UGVs are choiceable, so I'll just stay with a all-human squad and see what the UGVs would have in the final build. Also for the Fatigue system, I hope the system can remember several build of squads (like saving squad 1 and squad 2), so that while the squad 1 needs rotation you can easily choose a entire squad 2 to exchange them, instead of dragging individual soldiers to dropships from a list of names.
  15. EurekaSeven

    So, who wants more cool aliens?

    Yes, same reason why i love the X1 Caesans design as well as the air combat system, it did gave me the feeling of connecting the xenonauts events to a real world scenario as linking them with historical incidents of human military detect or encounter the UAPs, playing a scenario that may really happen if the conspiracies are not that wrong.
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