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Xeroxth

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Everything posted by Xeroxth

  1. Haha that’s essentially my strategy when playing these kinds of games as well. As I usually want to store all equipment in one base for easy management. Keeping the features of mission restriction can integrate with the added mission types that @Ogilvy the Astronomer suggested. Maybe because you keep shooting down their ships. They instead try to change tactics to better fight your own strategy. Instead of building bases, they started doing vip assassinations using shapeshifters (vip protection), preventing tech sharing (convoy protection), throwing caesan psychics down on Earth using drop pods to mind control civilians in large cities or military bases (killing alien VIP), setting up teleportation stations to directly beam down aliens (destroy their teleportation device to stop their infinite spawning), and directly working with factions or regions that have bad relations to starve Xenonauts of funds (alien meeting assault),... In that case how well you play will directly influence the missions that you can partake in. In addition, I can suggest adding to the game a tech tree of non-lethal weapons to take out human enemies and crazy civilians (who keeps running into reapers and get themselves killed). Maybe an expansion of the shock baton/shock grenade/gas grenade research to give you things like stun guns, psychic powers for your troops, to MIB like Neuralyzers that can suppress the aliens and control the civilians,...
  2. @Comrade I respectfully disagree. I think the integration of geopolitical situations of the Cold War would serve a multitude of purposes. Firstly it will break up the monotony that plague the first game halfway point especially when the player is good enough to shoot down most UFOs and a reason to make more varied mission types. But I do agree that if implemented randomly it can cause the problem of you fighting your “supposed” allies than the aliens. But this can easily be fixed by making the mechanic more rigid with certain factional missions only spawned when some conditions are met. For instance you’ll only have to do them when a region reaches a certain level of “panic”/DEFCON or making them completely optional but will give you huge boosts in income and support from that faction. That would insure those missions only taking up 10% of the total game. Second is the aesthetic and lore purposes. I personally think that a game’s aesthetics contribute greatly to a game. It creates a clear art direction for the environmental storytelling and differentiates your game to others in the same genre. And it can make or break a game. The reason some sci-fi settings gets more love than others is also due to having a unique art direction (Star Wars, Bladerunner and 40k are the more notable examples). One of the things that caught my eyes in the first game was the 70s Cold War aesthetic and the lore behind the Icelandic incident which contrasted to the generic sci-fi of the recent X-Com reboot and Phoenix point. Due to this I hope it can expand this further than just being background noises in the sequel. This is also why I always prefer playing openXCOM mods like War of the worlds and 40k because they have clear distinct art directions. Also why would the game even have backdrop of the Cold War with all that entails when you’re not even going to fully utilize it at all to distinguish the game from its competitors? Thirdly, I think the point of the sequel especially expressed by @Chris is taking and enhancing what’s work in the first game to be more in-depth and interesting while fixing some major drawbacks (the inability to rotate the map, fully destructible ships for ease breaching, better research mechanics and a better geoscape). My suggestion might serve this goal well in the matter of better utilization of the setting while adding some needed flavor to the mission variety.
  3. Xeroxth

    Geoscape Strategic War

    @Exposure I actually loved the introduction of the DEFCON system in the early stage of crowdfunding and one of the first thing that got me hooked to the idea of a sequel to the game instead of keep playing X-Division. The first two deal breakers that is getting solved for me is the air combat (which I’m glad to see has changed into an expansion of the old one rather than the old x-com system) and the hilarious boxy ship design. So I’m hoping an in-depth Cold War system could be kept.
  4. Xeroxth

    limitation of M.A.R.S. and A.R.E.S.

    There can never be enough dakka my friend.
  5. Yeah an open warfare phase should be the main idea of the game. That I agree wholeheartedly. But I’m still wonder how would the game explain the slow increase in force of the aliens from a lore standpoint when the opening secret war phase doesn’t exist. Why would the aliens resort to using weak troops like ceasans and serbilians when they could just wipe us out using high tier units like androns and armored drones carried by battleships and carriers from the get go? That seems awfully merciful of them to give us time to develop our tech in the middle of an all out war don’t you think? Why wouldn’t they just nuke New York, Moscow and all large cities and be done with it? I think a more novel method of beginning the new all out war should start at the 1/3th mark, when you succeedes in repelling most of their scouting attacks and kill their first base. Then the aliens will just straight up reveal themselves by bombarding a large city as a show of force. Then the real war can begin. Of course it can be even better if the Iron Man mode will just have the war phase putting the player in the hard place right from the get go. This can complement the area bonus extremely well if done right. As in simulating the complex politics of the Cold War with two distrustful bloc fighting each other with Xenonauts in the middle having to be the mediator and the sole force of combating the alien menace. The bonus as suggested in the previous thread doesn’t really make sense in both in the gameplay and story perspective. It doesn’t show the difference between the two competing factions that is the US and USSR. I think each zones should also be split in influence to better simulate the situation with the panic meter being replaced with the DEFCON level. Taking faction related missions like assassinations, stealing tech and breaking up secret alien meet ups not only will give you huge funds, manpower and productivity bonuses but also increases that faction’s power in certain region. While taking mediator mission like protecting VIPs, destroying their beacons and killing alien tech smugglers can lower the overall DEFCON level. Weaken a faction enough and they will cooperate with the aliens and cut your funding (with you deciding to eliminate them or bring them back to the fold). With special missions like killing the US president or placing a nuke in Moscow. Areas like South America, Europe, South East Asia and Africa will be hugely contested by the power blocs. These areas can give specific faction bonuses along with the normal funding. For instance if you decide to help the Soviets in Latin America you can recruit Cuban personel with huge buffs in their medic and sniper skills. But if you help the US, the local forces would be heavily bolstered by troops from the dictatorships that they support with heavy armaments to boot! While doing both can only net you some benefit in funding and air defense.
  6. Which is not that much of a problem as both Xenonauts games are not really story or lore heavy at all. The lore of the first game was pretty bareboned and only get really interesting with the prequel Icelandic incident and the lore+ mod get introduced. With the second game if based on the current beta will be the same as it is confirmed to be completely retconing the first game story which will be a shame as I love the Cold War intrigue settings (especially my posting history and obvious fanboyism of Hammer & Sickle can reveal :)). Voxette’s idea can be easily implemented with some slight changes to the pace of the early game and ease up the difficulty curve with a lore friendly explanation. As in the game started a few months before the aliens straight up declaring war on Earth with the aliens try to set up alliances (maybe with Cold War era dictatorships like in Indonesia, Spain and South America), conducting scouting missions and building secret bases to make the war easier for them in the long run. The first phase of the game could have you foiling their beachhead approach in secret with no tech sharing available which can also includes factional missions to gain more funds and regional bonuses. The second phase is you fighting the alien menace full force with the countries of Earth (or the faction you choose) where it’s a race against time as the aliens will start to bombard the planet with orbital nukes. This will explain why the aliens won’t just crush your xenonaut troops with their strongest ships right at the get go like in a conventional asymmetrical war (the US military won’t give time until the Taliban to produce their own tanks to start their air strikes obviously).
  7. Actually this was the one part that I hope would change with Xenonauts 2. The dynamic of the Cold War was something woefully underused in the first game and I hope would be more emphasized. The whole MIB aspect could lend to a multitude of ways to deal with civilians on a map like just non lethally taking them down so that they wouldn’t run around like headless chickens and get turned into zombies by the Reapers or standing in the middle of a firefight blocking your shots. Not to mention the tech sharing possibilities. Maybe each bloc of the Cold War can offer different pros and cons for you to choose a side to tech share so that the war against the aliens will not only change the fate of humanity but the course of the Cold War as well. For instance gaining the favor of the Soviet Union by ruining a coup perpetrated by the US with some help of the aliens in exchange for a missile scientist. Or stealing cargo from a GDR convoy for the FDR to gain a some funds and a communications scientist. This will force the player to either play a game of tight rope balancing the power of two sides to avoid nuclear Armageddon or go all out to support one faction to eventually create a united world against the aliens. At the end there could be three different outcome. 1. You help the capitalist side win and collapse the Warsaw Pact 2. You help the communist win and establish a world government 3. You prolong the Cold War further into space
  8. Maybe the beacon allows for the aliens to deny air strikes of their terror sites and shoot down aircrafts that go through the area meaning you can't just ignore these beacons. While on the battlefield it give them the ability to use air strikes and support power on your soldiers like dropping reapers in the midst of your formation, shooting lasers that strike your soldiers if they're not under cover,... On the mission side, I feel there are still a lot of improvements to be made even with the normal missions like you said. Especially I feel that the alien base assault missions can feel a little lacking compare to even the original x-com where the bases are multi-leveled with your soldiers have to fight from the ground level to the core. This not only can be implemented in the new game but expanded with multiple type of bases like floating sea bases, bases that are built in caverns like the illustrations or bases with huge surface defenses that needs to be shot down before landing.
  9. On the subject of the alien ships general shape and design, when can we expect a more detailed internal and external design of alien ufos? The boxy shape of them is really bugging to the eye. I do remembered the old betas of the first game also featured boxy alien ships as well so when will we see the new updated ship design in future betas? On the subject of stances will this game feature more stances for the soldiers more than just run, walk, and crounch? Most classic turn based strategy games after the original X-Com like Jagged Alliance 1&2, Silent Storm and the Hammer & Sickle spinoff also have the option of proning and moving when prone/crounch. Would we see a similar expansion of soldier stances in this? And finally on a small side note, as your soldiers get more experienced could they have the ability of aiming at specific parts of the enemy (which the enemy can also do) with a high penalty on action point and can be only perform at half the range of a weapon with some extension for sniper rifles and mellee weapons like the baton. This will work very well in tandem with the newly introduced modular armor system where you can also specifically aim for lightly protected parts of the enemy for a quicker kill. This could be also comine with new death animations to create much more sastifying and gory deaths (not in the way which Phoenix Point use it but more in the sense of classic isometric rpgs like the Fallout series Bloody Mess or Arcanum's called shots system) https://arcanum.fandom.com/wiki/Called_shots. This might be a lot of small nitpicks that will waste too much development time for the devs and would be probably added by the community through mods anyway. But the new engine limitation might make that difficult especially the already hard implementation of community made assets into the combat screen make me curious of the possibility of just contributing this idea.
  10. Xeroxth

    On a few minor details

    I’ll have to disagree on your point that PP did right on the aiming specific points of the enemy. I used to be hype for that feature too until I actually play it and seeing how balance-breaking and annoying it is. First thing first is the damaged areas of the enemy aside from the weapons doesn’t fall of as promised in the crowdfunding campaign of PP. Second is that there’s no penalty to called shots like in other games as the TU system is completely removed, forcing you into choosing it every time. Not to mention unlike even the first Xenonauts the bullet simulation is much worse as the animation doesn’t even matches with the actual hit (a problem that already put me off from the X-Com reboot). A system similar to Hammer & Sickle with the improved gore from the original Silent Storm is much more preferable as it is much easier to balance without feeling too gimmicky. The penalty also comes with special debuffs that change how a soldier behave when heavily injured.
  11. Xeroxth

    On a few minor details

    Kinda disappointed to know that the boxy design will be the final ship design. But hey as long as X-Div and open X-Com with full 40k mods are still here playing Xenonauts 2 could wait :). I’m seriously still impressed how they could update such an old game like X-Com to a comparable state with X-Div with such a dedicated mod (completely huge ships with nice art direction that dissipate the boxy feel, huge weapons a factions selection, and even good base defense missions!). I’m still a bit confused to the body part damage as it seems entirely a number’s game and won’t affect any graphical or specific effects for each section of the body. It’s basically just full rng if the enemy will get a head shot and kill your soldier from just a glancing hit. I was actually hoping for a more in-depth system where you can explode Sebilian heads, crippling their movements with leg shots or forcing them to drop their guns with an arm shot. But these can be modded later if Unity allows it (which I kinda doubt it’ll ever happen since it’s an infamously finicky engine for such mod friendly options).
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