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Posts posted by stewpidbear
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No modern military would allow a fighter/interceptor to enter combat with a ground assault element onboard. All your eggs in one basket comes to mind. Specialist roles need specialist craft (even in sci fi!). Would love a Spooky or a Puff The Magic Dragon Gunship to just once really give it to the aliens though!
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Nice idea, could also see it leading to other battlefield tactics and research projects/buildings. Imagine the aliens learning of what the humans are doing in salvage and that leads to booby trapped equipment.......which leads to a new EOD trooper.
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Congratulations Chris on your daughter, one thing especially to remember at this time........your wife! Take care of both of them, the most precious things in your life. Oh, good news on the game as well
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2 hours ago, Xeroxth said:
That’s understandable but I still think this can be improved just like decision to change the way we can equip our soldiers compare to the early beta being clunky and annoying. Maybe we could have the modular upgrade in the first two planes with them only needed to be bought from the host country (F-16 for the US and MiG-31 for the USSR) with slight armor and fuel upgrades replacing the foxtrot research with the foxhound being available for purchase from the get go. Hell we can even forego new planes completely and make huge upgrades to the starting aircrafts like shield generators, antigravity thrusters, antimatter/plasma generator replacing the engine, stealth cloaking fields,... making them in the mid-game looking nothing like when you first bought them. And whenever you decide to scrap the aircraft frame for a newly researched one with more weapon/engine slots you could transfer all upgrades to the new one with ease. Kinda like the upgrade system for the Techpriests in Mechanicus.
And this has already been implemented really well with X-division and the plenty awesome suggestions by others in the air combat thread where you guys announced the return of X-1 air combat.
I think most of it comes from just the immersion factor which is also why simple cosmetic mods that include more cities names on the geoscape, jungle tile sets, and more soldier nationalities got so popular even most of their changes are just cosmetic only. Like mentioned by @indaris on the ufo design thread (which I kinda admit was a bit too heated in his preference), the immersion is really important and in some cases of game design constitutes a whole genre on its own if the immersive sim is anything to go by.
Also it’s just the cool factor, which as much as the NATO weapons try can never be as cool as the classic AK, dragunov and rpg-7. Also with the amount of already sci-fi looking weapons the Soviets pumped out through out the Cold War like laser tanks, ekranoplans and whatever Object 490 was you can see why some are pretty fascinated with it.
I might try doing a cosmetic heavy mod to add some Soviet flair to the later weapons and armor when the game is release. That could be cool.
It was kind based on NATO designs tho.
Ok, SHADO Interceptors and Skydivers!
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Right, pulling the leg here, but make it a SAAB! Non aligned so everyone can complain!
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Humans deploy camoflage, aliens switch to thermal vision, humans capture alien research thermal so can build thermal camo, aliens switch to pheromone tracking, humans research etc, etc. Much like how tech is researched already.
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I really don’t know where my ‘fear’ came from, I was just stating facts. I’m quite accepting of what Mother Earth does as a natural cycle. Without going into needless detail I’ve always accepted death as a natural part of life and not to be afraid of it. Enough said. Please take care whoever and where ever you are
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2 hours ago, lemondarkcider said:
@stewpidbear
If you think my opinion is in some way baseless, I'd appreciate it if you could give me a constructive reason why. Disregarding my principles as simply having too much time on my hands is an ad hominen attack, you have no idea who I am or how I feel about these thing. Clearly you disagree with my point and thats ok.
Personally I think the situation gaming firms are in currently is great if your thinking of putting up a game on steam in the near future, as you said everyone has far too much time on their hands, steam has had record amounts of players, Xenonaughts would get alot more views if they were able to put out their early access soon. Your saying to me and others to put a bit of thought before posting, can you put a bit of thought into why my opinion is not worth bringing up in response to this post?
I wish Chris all the best in his personal life as I would anyone going through this position. I am simply concerned about the game I support.
Because people are dying around the world, countries are going into lockdown and people cannot work. So getting an early access soon means absolutely nothing in the big scheme of things. If things in the world were normal I wouldn’t say anything and your points are possibly valid, but timing as they say is everything. I hope to god (whichever or none that you believe in) that Chris and his workmates are safe at home with their families not worrying about an early release date or anything else that is non important. In my household we’re locked down for at least 14 weeks, ah the joys of being in an at risk group! and my wife's Uncle is in hospital with the virus, with no family able to visit him. I freely admit I don’t know your situation or anything else but I do hope you stay safe and well.
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And........the world has changed. Posts like the above in the present situation just show people have far too much time on their hands. Think of the situation firms are in at present, most are just hanging on by their fingernails. Please people show a bit of thought before posting. And yes I too backed this game. I’m not worried about this, there are far too many other things to think about. And again congratulations to Chris for his new arrival, that’s what’s important.
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Congratulations Chris, it does bring back memories, one thing about being a grandfather is being able to give them back! Be prepared for no sleep for 2 years!
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Chris........if you are reading this...........a sub launched fighter and large tracked box like vehicles pleade
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I must admit I always look at these type of games with the UFO S.H.A.D.O tv series in mind. Earth defence in a secret base, shoot down a UFO and send out the special teams to deal with it. If only we could have a Skydiver sub!
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Ok, ok! Mein Panzer ist Kaput!
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I can see it know (with apologies to my german friends!).................the aliens speaking german..’boing’......’mein gott’....’mein ufo ist kaput’....Xenonauts the Allo Allo years. Mod anyone?
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9 hours ago, ooey said:
It still shouldn't just drop at your feet! That seems to be the way the PIAT anti-tank weapon operated (initially anyway). Maybe the grenade launcher here is based on it :-). I think the PIAT was spring-launched (if it wasn't that then it was a similar weapon) and the spring sometimes broke!
Great! A new sound effect for the grenade launcher............BOING!.......
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2 hours ago, ooey said:
Yes I saw that. I think one of them was some Canadians who ran on a miss-fire. Surely they must have been told that the missile doesn't arm itself until it's a good distance away from the launcher! Not sure why they panicked.
And................that’s the way to fix part of the problem, minimum arm distance (I freely admit I have no idea of how difficult a programming problem this is though)
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In ‘authenticity’ terms smg damage should per bullet be the same as a pistol, same ammo, unless you go down the route of small calibre ap ammo (as in P90 or Mp7).
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I don’t mind the ‘dud’ percentage at all, it’s the catastrophic cockups of either firing at the gunners feet or directly into your own troops. Seriously ..........fire, clunk, bugger is a lot more acceptable than fire, bang, new squad needed!
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3 hours ago, Comrade said:
Very iconic 40k quote right there!
Trust me I’m older than 40k and it was being used well before then!
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Thank you for such a quick and understandable reply! You’ve also pointed out an extremely important point that I think a lot of designers miss because of design system tunnel vision..............,,,,,,Fun to use!
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4 minutes ago, Max_Caine said:
Regarding throwing arcs
At the moment, all discussion has been centered around the assumption that an object when thrown in an arc can reach the landing zone unimpeded. This is possibly true when there is no variance in the landing zone, but what happens when there is variance? There is the possibility of mid-air collisions, where an object on a higher level which had not been previously accounted for in the initial throwing action can impede the movement of the thrown object once the variance of the landing zone has been calculated. PP handles parabolic arcs and scatter variance so there are lessons to be taken away from PP.
To begin with, PP gives you no clue as to how far the thrown object will scatter. You choose a point and cross your fingers. You also have no idea if a thrown object will intersect an another object. If it does, the thrown object either explodes if it can, or interacts badly with the object it collided with. It's common in PP for the worms which Chirons launch to end up underneath or inside props, because the engine can't handle it. I think if a proper arc was to be drawn between target and launcher, then all thrown objects would have to detonate on impact regardless of what it impacts with or you end up with the problems with object interaction that PP has. PP also ONLY models parabolic arcs. This is frustrating when inside bases, because the arc of a thrown object is often high enough to intersect with the upper part of doorways. Arcs hopefully could be either parabolic or elliptic, to simulate objects thrown in as close to a straight line as possible.
I have been playing PP and to be honest the way that grenades thrown or launched keep hitting, for instance, overhanging roofs is a pain in the @#£&, and really very unbelievable as the thrower or launcher would take into account the sodding great building sticking it’s bits in the way. Why is it so difficult to develop a reasonable system for handling things such as this? I have no computer programming skills (too old!) so genuinely want to know.
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I totally agree with both above comments about fumbles being far too common, the only thought against this is the balance of real life vs game life and design. I still cringe when one of my HEVY guys bends over and fires it at his own feet!
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Red! Because red ones go faster! Well known fact that
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Xenonauts-2 July Update!
in Monthly Development Updates
Posted
Or going back a step..............