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Xeroxth last won the day on January 17 2021

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  1. Ooh I like the idea. If you can't implement this well may I suggest the alien base attack missions to have two parts as well. One part on the surface where your team fight your way through alien turrets and patrols to enter the base proper. The second part is the already implemented underground base raid. A good way of implementing this is without breaking the in game lore too much is to mention that the Alien Mothership is actually built as a gigantic natural habitat of the alien home planet. And before attacking the main power generator on the ship, the Xenonauts has to get through the habitat domes. Drawing some inspiration from the game Prey from 2006.
  2. I think the morale and stress system should have a longer term of consequences than just limiting the frequency of combat for each soldier. Maybe a feat/battle scaring system could be added to specialize and further balance the game. This could be similar to the system in Darkest Dungeon where each soldier can gain good or bad traits based on their stress level. High stress can gain traits faster but it is a complete dice roll if the trait will be good or completely ruin that soldier. For instance, after running 5 consecutive missions without rest, a shotgun guy panicked when a reaper zombified a civilian, gaining a Jittery trait. This trait lowers the maximum morale point in exchange for halving the AP points when shooting up close (< 2 tiles). Or after killing 3 aliens in one turn, a soldier gained a Battle Hardened trait, which give him a +5 regeneration of morale. Or having 5 melee crits in a row to gain Bloodlust trait, increasing the chance of random friendly fire in exchange for health regeneration through kills. Morale effects can have a few: - A Wraith suddenly teleports in - Reapers zombifying people - An Andron breaching a wall like Kool Aid man - An alien hurting multiple soldiers with one grenade - Soldier goofing up like throwing grenades at their own feet or dropping their weapon
  3. I agree. At first door opening should only be made using high explosives because the alien interface is still largely impossible to understand. As more of their tech get reverse-engineered, research can be done to open doors but some doors can be still locked from the control room. This will lead to research of a plasma lance, serving as both a weapon and a tool. It can be a devastating melee weapon that cut through androns and other aliens wearing heavy armor like butter, but also can be used go through ship hulls and doors.
  4. I think niches for laser weapons could be set up being similar to Underrail. Where heat based weapons have a small chance to cause the burning effect that cause biological enemies to panic for 3 turns where they run away trying to put out the fire and if they die burning alive would lower all surrounding enemies morale as well. Adding some small mechanics where laser weapons having the larger ammo capacity (hell you can give each magazine the ability to be used as improvised explosives like in 40k to make them even more amazing). Plasma weapons on the other hand can completely disintegrate an enemy with a critical hit could be cool. Then adding it with a cooling mechanism where after a certain amount of shots a combat engineer could use specific tools in late game to reset. Before that you are forced to use plasma in conjunction with mag of laser weapons. I would also like to have more one off weapons derived not only from the research tree but also political favors similar to X1’s singularity cannon. For instance in the process of researching mag weapons your researchers accidentally discovered a way to weaponize the grav manipulation modules on a UFO (the only way they create artificial gravity on their ships) as the Graviton beam gun. This weapon can’t cause direct damage, but can use as a debuffing weapon. When hit an alien is drained of a part of their APs according to the power level of the gun with has 3 modes: - light fire: shoot a weak graviton beam, consuming 1/4 of the energy cell, draining 20% of an enemy’s APs. - regular fire: shoot a medium graviton beam, consuming 2/4 of the energy cell, draining 40% of an enemy’s APs. - concentrated fire: shoot a strong graviton beam, consuming the entire magazine, draining 80% of an enemy’s APs. That’s not all however as any flying enemies hit with this weapon will instantly fall to the ground a take exponentially more damage the higher up they are and the intensity of the beam. Which would finally solve the problem of fliers constantly flying away at the end of battles by just splattering them on the ground. This is just a small example but there’s much more equipment that can be put on the tree like: melee weapons derived from armor research, teleport modules from researching the alien elevator, gyrojet bullets being able tied ballistic with mag weapons,...
  5. @Comte Pseudonyme I like your idea of making the alien behavior more distinct. I also think there’s another way to create new aliens while still technically still the same species of aliens, that is having alien ranks being not only a separation of gear and weapons but also genetic implants: For instance, a generic Sebilian is just another combat platform to the Praetors, and as the creatures rise in rank, they will be given different genetic manipulation to make them more and more varied based on different species of reptiles: >lieutenants can spit poison like cobras and have more snake-like, more slender body with head flare and fangs >captains can have shell plates that act like riot shield with a stockier body, with beaked head like a turtle >commanders having an extra melee attack with a jaw like a crocodile and tipped with alien alloy augmented teeth as well as all other abilities of their lower rank counterparts While the Caesans can be manipulated for their role as fodders, pilots and low level psy troopers: > Caesan pilots due to the need of controlling motherships during long space transits have completely degenerated legs with their fingers sub dividing into arms. Being able to wield heavy weapons like rocket launchers on their anti-grav supports >Caesan Hivers have themselves fully made for being thrown into the meat grinder of war. They have their psy ability modified to have multiple bodies sharing the same mind. Which means they’re a hive mind squad that acts like the soldiers in FEAR. >Caesan psyker have their bulbous head crackling with a power field that weaken enemies around them and suck away morale every turn. They’re protected by a layer of power armor. Things like this will show the alien being nothing other than tools for the alien overlords and a grim glimpse of humanity’s fate if we bow down to the praetor. Even a more upgraded Reaper is possible. Where their head and brain is completely replaced by a scouting drone, giving them the ability to wield multiple weapons at the same time, something like Endless Space 2’s Cravers. When the body is too heavily damaged, the scouting drone can detach from the body and attack as the creature’s second phase. More aliens would be really nice, but I think we could top other games in the same genre by having more non-humanoid aliens. Something sorely lacking in these kinds of games. But if Goldhawk is lacking in time this is the next best bet.
  6. We seriously need a way to roll the grenade when used indoor. That way not only would the the game not needed to caculate throwing arc but it would also prevent hilarious bugs where the grenade just drop on your soldiers feet and explode.
  7. This is a really good point. I think the strategic layer of the first game had its faults in that it offered to little options in playing and because of that railroad many players who are not really fond of the dogfights into a dead end. I think their could be some good foundation for fixes already established in X2. For instance the ability to build non base structures. This can offer huge possibilities for players that hates the air combat by simply replcace air coverage with static missile bases that can be upgraded with more advanced weapons and defenses as time go on and relations with the regional faction improves (ie having soviet or Nato troops garrisoning or energy shiels to negate bombardment entirely). The biggest difference will be that the placement of these structures will not change at all and is bought from a friendly region. The air defense with static structures will then force the aliens to concentrate on attacking to missile platforms by landing troops and capture them which in turn will make the game more focused on ground combat. If you dislike such a thing then the structures can serve as debuffing for the alien vessel fighting above their zone of influence while buffing your own aircraft by showing the UFOs stats and health. Even the secret agent mechanics at first teased by early versions of X2 can be further expanded as a gate way for special factional missions (assassination, protection, kidnaping VIPs; foiling alien deals; wiping out gangs smuggling of alien tech; sabotaging Nato/Soviet efforts to gain relations with their opponent or increase your control in the two factions,...). Or something as simple as adding another level of complexity in interogating alien prisoners which always disapointed me in the first game where redundant captured aliens were just unceremoniously put to death rather than used as moles, snitches,... Ah but this is on the context of the setting comes in to play. The aliens pretty much have full space superiority and has used it to wipe out most of the two main super power's military with their orbital bombarments and any further mobilization is still crippled due to power play and paranoia of the cold war. Xenonauts was stuck in the middle of this and only proved their effectiveness at the first stage of the invasion but still looked at with suspicion by the two major benefactors. The aliens clearly don't want complete annihilation of Earth because they would have done so from the start, so maybe they only want to colonize Earth and subjugate the native populance the same way major British corporations started the colonization of India. Which mean the actual funding of Xenonauts is kept secret from the rest of world and the invaders. Which means any actions of the Xenonauts is disavowed by both powers. That's my take on the event anyway.
  8. Being a relatively new member of the forums, I’m curious, what were those high ideals? I only started following the development after the devs canceled the terrible new base building and unworkable air combat. Seeing how it played out by now, I agree. There’s pretty much nothing you can do to mitigate the damage and it’s nothing but a way for millions to die senselessly. It took people out of investing for the campaign when you can do nothing to stop it. At least have some way to gather intel to let the population evacuate or in the late game build city wide shields to stop them.
  9. Nice update. Hopefully the execution of the night vision and new ufo designs get implemented in the next update. On the M.A.R.S being taken further, @John Knee suggestions sounds very good and I can see it having more types of turrets, equipments and even chassis. For instance, rather than having a turret, especially in the late game where larger 4-tile-vehicles get used, the M.A.R.S can get an additional compartment to carry ammunitions, medic kits for your troops or energy shields. Or maybe a for-legged chassis similar to the Boston Dynamics robots that allow it to enter buildings and go on stairs, equipped with flamethrower or an industrial shotgun made specifically for breaching (or annihilating) any aliens that hide behind covers. This can allow for more play styles where most of your squad can be replaced with 4 M.A.R.Ss and one soldier with the benefit of huge firepower but in exchange with no ability to gain stats and extremely expensive to rebuild when killed.
  10. I can very much relate to this. Especially during my one playthrough where I decided to have everyone using only shotguns and grenades. My god it’s so satisfying to collapse an entire building with plasma grenades then moving in and giving any survivors a solid mag slug to the head. The flying enemies can be a bit annoying but due to their wandering AIs, you can just wait until they land somewhere reachable and kill them with one shot.
  11. @ApolloZani This type of caste system really reminds me of the Tau from Warhammer 40k. Most subject species are heavily augmented to be reliant on one another to exist in the alien empire. Any race too rebellious to join in the process of assimilation will just be bombed out of existence by the UOO. Because of this the empire might be stretched very thinly with only a few dozen planetary managerial Praetors for each planet and the aliens that we already know of are just from the local galactic sector closest to our solar system to respond. This will later handily justifies having more types of alien as the Xenonauts get more headway as they’ll mobilize more developed parts of the empire to the war. The invasion in the eyes of Earth in the eyes of the empire is like the East India Company trying to invade India or the French Foreign Legionnaires invading Indochina but getting too much resistance.
  12. I’m certainly the odd one out here where most of my playthroughs have only one squad of soldiers and 2 vehicles. Maybe it’s just me getting too lucky with loosing my personnel so every time some of my soldiers die it’s always a huge blow for me. I think it can be made better by giving your soldiers more personality that involves in a game like starting and gaining traits similar to Darkest Dungeon do it with Virtues and Afflictions. Maybe rather than just something like stress causing it, Battle Scars may comes from huge mortal wounds that brought your soldiers close to death or seeing a bunch of his squad mates killed. While Expertise on the other hand can come from incredible feats that your soldiers accomplished like Demolisher for killing more than 3 aliens with explosives or Arsonist for killing an enemy by burning a building down. Combined it with starting traits and nationalities for special soldiers you can recruit will make it extremely dramatic for loosing a single soldier and by the end your team will comprised of tough, experienced veterans ready for any challenges.
  13. Most of my points specifically cannot be used in any kind of lane based gameplay. Because as much as many supporters of turn-based air game tried to spice it up, many suggestions is stuck as the lanes had the same weakness as XCOM's awful air game. That is it doesn't allow strafing, multi-directional attacks, distraction or any kind of maneuvers that don't involve tailing a UFO endlessly. For instance, the teleportation module: If on a lane the best it can do is skip a lane or dodge a beam attack which is boring. But on a 2D plane, it can allow your aircrafts to skip a certain distance instantly or change directions to evade (each extra module provide 25% less cooldown time and 10% teleporting distance) something that will help immensely with larger ships like carriers. Shields can also be directional rather than just a bubble making its exiting for attacking the enemy UFO from different angles rather than another bar of health for the lane air game. The same thing for equipments like anti-missile flares. None of those can be in anyway implemented that doesn't make the lane game look like a slower pace ripoff of Touhou. It's either you go all in for a computer version of X-Wing, or just scrap the turn-based game altogether. X-Division is pretty great on every front especially the expanded air game (the insertion of the Xenomorph and blob enemies aside) . But I do agree that an overhaul of the UI is very needed. Especially something to show each sections of a UFO could be great. This also mean the air game should have a closer zoom than the X1 system originally had. I really think you are overstating how much actual "dexterity" is needed for playing the original air game. How can it need dexterity when the pause button a present? Similar to how FTL outside of the RNG is not really dexterity based. The bigger problem is that it lacked the depth that can make it as good as FTL where there are many weapons and exilary stuff to manage when you have a pause button. Leaving you repeating the same "use one plane as bait, the rest to destroy the UFO" over and over to even the final boss mothership. A good compromise could be a slow motion button like how the Total War series does it. "Fiddly" is a really subjective way to put it, as it was mostly caused by the UI being too simple and a lack of fine control of the aircraft turning.
  14. I would love to see the Xenonauts battling with human factions like the NATO and Soviet forces with only non lethal weapons so that you can still complete your objectives and favour without worsening the relations too much. While capturing any alien we fought, interogating them for information like running an alien version of American black sites. A separation between EMP weapons and poison gas/bullets at first then upgrading to more advanced neural shutdown guns could be really cool. Some different ammunitions that works by draining the enemy's TUs or constantly supressed them to the point that it forced them to drop their weapons and temporarily flee like the Dishonored 2 stinging bolts could be very effective as well. https://dishonored.fandom.com/wiki/Stinging_Bolts
  15. I used to think that too when I first saw the kickstarter campaign. Then during the first few versions of the new air game, the implementation was not only slow, boring but to me somehow is even simpler than the real time air game of X1. Rather than the actual finessed controls with actual maneuvers like the ground combat, the thing is lane-based which only see planes chasing UFOs by the tail with extremely simplistic graphics that even the X1 air game can go well beyond with the X-Division mod. My point is that an actual working turn-based air game is entirely possible, but to just make it half way is not. It would have to be as complex as the tabletop X-Wing or Aeronautica Imperialis to be compelling, something that would not only take center stage over the main game of tactical ground combat but something Goldhawk doesn't have the enough resource and time to do. The reality of implementation has already disproven this point. The first implementation of lane turn-based air game is worse than X1 minigame in every single conceivable way, what makes anyone think that it will be better when the start was such a trainwreck is beyond me. On the comparison the Firaxis, I have to dissagree. The air game is actually slower and less exciting than the turn based system of X2, it's a glorified version of Mechanicus room choices or FTL dialogue decision making. The alien UFO doesn't fight back more than just continue flying in the same direction while you can't even control the movement of your interceptors. You just spam the same pattern of buttons again and again. This point I agree with wholeheartedly. Diversifying the equipment of the aircraft is key. This have to include much more movement, defensive and evasion options than just more weapons with more damage than the first game. As I suggested in the last few threads on this subject should follow the same variety of equipment as games like FTL that can be put on any aircraft to reconfigure them as needed. Different or more advance aircraft frames should have different number of euquiment slots so that you could see a progression of R&D of the Xenonauts as the war go on. The first aircrafts could be in two variety silimar to the condor and the MiG: Both having 5 equipment slots for the engine, weapons, armor, cockpit (condor having more weapon slots while the MiG having two engine slots). Later planes should have a total of 10 slots with more advanced weapons and exoteric equipment like teleporter, laser point defense, energy shields, cryoshell cockpit, EMP bursts, cloaking, boosters,...
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