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erutan last won the day on November 16 2017

erutan had the most liked content!

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About erutan

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  1. I like it overall - having some way to carry a multiple primary weapon would be nice, but I could see adapting to not being able to do so. Maybe have non heavy weapons available via a sling with a max TU penalty due it being a bit unwieldy? So you can carry two Shotgun/Assault Rifle/SMG, but not if you have a grenade launcher, LMG, or sniper rifle (those would restrict you to a pistol). There's a similar mindset (but a more abstracted solution) to how inventory currently works in the first backer build of Phoenix Point - each soldier can cycle between 3 different items without any TU cost (primary weapon, sidearm, heavy weapon, grenade, medikit, etc) and then there's an inventory system that it takes TUs to switch items onto the quickchange slots.
  2. I remember the talks about having each characters being able to do some engineering or science on the base in their downtime (or train for combat). I like the idea as it's a bit JA2 in that your mercs are the ones repairing items, healing people, or training militias, but it could end up being unweildy in practice. I'd agree that realistically you'd want to min/max on characters that were focused in one direction, essentially creating those same buckets. I think the extra focus on science and engineering makes having dedicated people gameplay wise more sensible - it's already pretty unreasonable that a small group of people can reverse engineer alien tech and uncover new theoretical principles in days / weeks (but that's just part of making the x-com formula work).
  3. This has really improved since the last demos I tried. Some questions/bugs/comments: * Are the walls supposed to be a brick facade with concrete underneath, or is them turning into grey slabs a bug? * Some walls can be shot through. * Weapons that give you a TU bonus do so an unlimited amount of times - I can keep switching to a SMG and moving/firing until it's time to reload. Pistols less useful, but you can still creep around to wherever you want. * Really enjoying the heavy weapons (sniper, lmg) - the grenade launcher is satisfying without being too OP in blowing up terrain. Assault rifles aren't getting a ton of kills, but they're good for those finishing touches getting in a suppress. Shotgunners kept dying - it's a little hard to move close enough to use them without dying the next turn without smoke, though suppression / overwatch fire helps. Overall it feels very "tactical".
  4. erutan

    Xenonauts-2: Soldiers

    Some interesting approaches possible with training - you could even abstract out weapon types completely if that seems a little weird to have knowledge transfer across tiers... not sure it's a better idea, but something like. controlling recoil of burst fire (less spread on burst) precision shots (increased accuracy for aimed and/or scope shots) quick draw (less TUs for snap shots) then general proficiency with ballistics, energy, rockets, etc. You could even make mutually exclusive choices, though this might get a little convoluted, though each sort of makes soldiers lean towards different roles with how they use their weapons: burst fire (recoil control: slightly reduce spread, pray and spray: reduce TUs some slight nerf to accuracy) aimed shots (controlled breathing: increase accuracy, precision shot: more damage but more TUs) snap shots (quick draw: reduce TUs, sixth sense: increase accuracy against targets within x tiles) This would help give a bit more of a "role" to soldiers and some uniqueness outside of normal stats. If you really felt like adding flavor you could have the choice (out of a few random ones) of relatively minor perks/traits when you get a promotion, or certain key tiers of promotion: quick reload, throw further, heals more / heals for more, etc.
  5. erutan

    Xenonauts-2: Air Combat

    Being able to modify base frames vs having a lot of interceptors does make things a lot more flexible and personalized. I think some risk/reward of long range vs short range battles makes sense - launching missiles at a short range UFO could mean you take it down without damage, but if it doesn't your more missile platform ships are more vulnerable. If you had some agile dogfighters with a scrambling module or something they could have a good chance of evading long range attacks and shredding the UFO once they got close.
  6. erutan

    Xenonauts-2: Research Tree

    I was worried about only having two tiers - I think there's some excitement in initially upgrading from terrestrial weapons and then aiming for that final tier at the minimum, but having multiple types of weapons within tiers as you've presented it makes sense. It's an interesting approach - if say a player splits their focus between coilguns and lasers, they could choose to focus on damage & ammo on lasers and go for shotguns and sniper rifles, then range and TUs for automatic weapons to be used for picking up weakened targets and suppression.
  7. erutan

    Xenonauts-2: The Geoscape

    How would launching two combat missions in a day work if each day is a single turn?
  8. erutan

    Xenonauts-2 October Update

    Interesting take - I think it'll be more interesting than just "Xenonauts with better graphics and some QoL fixes". I'm personally a huge fan of JA2, so having things go in that direction sound good to me. Since we're going with 3d models this time and don't have the same issues pre-rendering animation frames, why not have a prone mode eh? You could have it that certain heavy weapons can only be effectively used crouching or prone, which would increase the balancing options. But minor issue. I think having a rating in different fields makes sense (combat, technical, science, etc) - to riff off of previous posters I think still keeping sub-stats under those is a good idea though. I'm not against streamlining / simplifying where it makes sense, but I don't think we need to go simpler than new XCOM - it's proven that their level of complexity can get mass market adoption. One issue would be balancing out each field rating vs specific stats under it - what if someone has a science rating of 3, but is maxed on medical but little research, should they be able to use a prototype laser weapon? To borrow from Fallout or JA2, what if each (rank) of a field lets you assign a "perk" that acts as a bonus. These would stack with modifiers from armor and weapons while still allowing for a personal "feeling" for each soldier. So say each soldier has an option for fixed or semi-randomized stats (you'll need some display of movement and TUs etc if for nothing else they show up in combat and when you have some armor that modifies them), but they get a slight boost in relevant stats when you level up a "field", plus get to choose a "perk" to go along with it. So we're going more like nu-xcom in that you get a boost in stats when you level up vs using a skill, but they're tied to profeciencies in a field vs an overall rank. Perks also feel a bit more personal than numbers IMO, seeing someone has a profeciency or skill rather than just a higher number. Having a lot of pre-made characters also allows for some interesting/quirky combinations of perks, and less power-gaming of "optimal" perks (though it'd be fun to have some all low level ranking characters that you can then define better as well). Someone with science perks for medicine, but a combat perk for melee due to them being a knife fanatic or whatever. One of the best things about JA2 was how characters had "personality" - without voice acting that'd be harder, but some actual sense of personality / backstory, hopefully some interaction between them goes a ways towards that. Overview / overall stats (could be more or less). Could be static and only effected by starting stats (semi-random or not, config option), or could have small bonuses when leveling up relative ratings. Health (armor, perk) Efficiency (time units - combat rating, perk, armor) Fitness (exhaustion mechanic - overall ratings, perk?) Accuracy (combat rating + perks, weapon mods?) Morale (combat rating + operative rating, perks) Research (science rating, perks) Medical (science rating, perks) Development (technical rating, perks) Explosives (technical rating, perks) Infiltration (operative rating, perks) Persuasion (operative rating, perks) Overall fields and perks (10 in each rank, each rank boosts relevant stats and every other grants use of a perk. 5 in each rank, only perk each time?). You can also have some perks that apply negative and positive effects, have certain ones unlocked at certain ranks. Sort of a skilltree but less forced imo. COMBAT RATING (each time someone levels up they get more accuracy, time units, etc) marksmanship (tactical bonus to hit with projectile weapons) sniper (tactical bonus to hit targets x+ tiles away) cqb (tactical bonus to hit targets x- tiles away) martial (tactical bonus to melee attacks) resilient (tactical health bonus, faster wound recovery) weightlifting (bonus to carrying capacity, melee, less time units) distance runner (bonus to time units, less carrying capacity) SCIENCE RATING (each time someone levels up they get more medical, research, etc) physics (strategic bonus to research, bonus to... thrown item accuracy? idk lol) chemistry (strategic bonus to research, bonus to chem weapon use) medical (strategic/tactical use) adaptive (gets to use new weapons with a -1 to science rating) self-medicating (bonus to exhaustion, more susceptible to toxins in field) drug-resistant (less likely to be harmed by gas/poison, self-buff items less effective) TECHNICAL RATING prototyping/manufacturing (strategic use) explosives (tactical use, manufacturing bonus?) mechanic/repair (strategic and tactical use) adaptive (tactical bonus to using enemies equipment in field) OPERATIVE RATING stealthy (tactical bonus to not be spotted) recruiter/mentor (strategic bonus for recruitment, funds, etc) charismatic (tactical morale to nearby soldiers) cryptography (bonuses to finding new targets, gathering resources from raids?) assassin (tactical bonus to hit with silenced weapons / throwing knives / etc, minus to persuasion) pacifist (bonus to persuasion, non-lethal weapons, etc minus to lethal weapon accuracy and morale loss after a kill)
  9. erutan

    Xenonauts review, on T.V!

    "Interestingly, this game was kickstarted by fans who thought that the official Firaxis reboot from a couple of years ago - X-com Enemy Unknown - simplified the core strategy a bit too much." orly?
  10. erutan

    Xenonauts V1.08 HF Released!

    re: being "locked out" of using mods, the game will settle down soon and resources will be shifted to other projects - it's not like there will be a constant stream of experimental updates forever.
  11. There's a difference between the game itself and tools like the level editor being OSS.
  12. erutan

    Mac Steam Build Needs Testing!

    I'll see if I have time to give 1.08 a test once it's up. Glad to be of some assistance again.
  13. erutan

    Mac Steam Build Needs Testing!

    Glad that worked out for you thither - I didn't have any extra bugs back when, but things have changed since. Hopefully we're not in a situation where 1.2.3 fixes fonts but there's some other bug that a later version fixes.
  14. erutan

    Mac Steam Build Needs Testing!

    I haven't tried the new mac version on steam, but I remembered the blurry text showing up in the past for OS X I made a post about what WINE version I used to get around the issue. http://www.goldhawkinteractive.com/forums/showthread.php/2576-Mac-bug-reports?p=58028&viewfull=1#post58028
  15. Congratulations, and I'm really happy to see it's doing well commercially. If for no other reason than bugfixes in the future. Really like the idea of vetted fans being able to contribute features to the game (as mods and then some rolled in as official patches sounds pretty great). Looking forward to where things go!