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MrAlex

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Posts posted by MrAlex

  1. 13 hours ago, Alienkiller said:

    becuase you will lose about no money for everything (Monthly Upkeep, Upgrades for your People etc

    The player needs to be able to earn extra money (in addition to monthly income).
    Implementing the proposed changes, the game economy will become more flexible.


    The idea of capturing alien bases and using them for their own needs is not bad, but only as an additional way of building.

    The problem is that the number of bases is limited, and if the location of alien bases is not successful, the player will not be able to cover the entire planet with radar.

  2. At present, the range of missiles and heavy missiles is fixed. It does not depend on the development of the player's technology. All types of missiles now have a range of 3 (which makes them completely useless)

    That's why I'm promoting this topic to draw the attention of developers to this problem.

    They have to make a fixed range of 5, or something like what I suggested (ranging from 4 to 5.5)

  3. 15 hours ago, Max_Caine said:

    It seems to me with game like Xenonauts that economies usually start out tough, where you have to be lean to survive, but as time moves on the war budget first becomes sufficient then overflowing. What do you like to see in your preferred Xenonauts economy?

    I agree with this statement. With the start now everything is fine, the problem is that due to the huge cost of maintaining the lift, the player receives less money every month. And they especially has nowhere to get them. I built all possible offices and still the monthly balance was negative. This is a huge problem for those who do not want to use cheats. Therefore, I believe that first of all it is necessary to reduce the cost of maintaining the lift, as well as to make it possible to manufacture weapons, armor, fighters for sale, to obtain additional funds. Because first of all it is a strategy. Players must have several ways to raise funds.

  4. I think we need to add research on fighter technology that will add a shield that could repel or absorb heavy weapons.
    And plates instead of additional HP should give protection (which will reduce damage of cannons). Heavy missiles (or other heavy weapons carried by UFOs) must ignore the plates (due to the high penetration parameter)

  5. There were many interesting ideas here, I do not understand why it was decided to use this one

    On 6/15/2020 at 2:55 PM, Alienkiller said:

    Cevlar-Vest can absorb 1 direct hit and gives then no Protection anymore.

    Instead of this

    On 6/24/2020 at 11:08 PM, ApolloZani said:

    Shotgun has 0-armor penetration. Rolls 80 damage against 50% armor. Does 40 damage.

    Sniper rifle has 40-armor penetration. Rolls 80 damage against 50% armor. (50% - 40% = 10%) Does 72 damage.

    As I wrote in another topic

    On 2/8/2021 at 12:31 PM, MrAlex said:

    One shot makes one hole in the armor, if it penetrated. The next shot must re-pierce the armor, if it did not hit the same hole. For example: If one hole was made in the soldier's back, the armor still has to protect the chest. That is why the current armor is not normal.


    The probability of getting into the same hole is very small, so it can be ignored. It will be more correct if the protection of armor will reduce the value of weapon damage each time.

    There are three ways to calculate damage:
    1) simple (Non-destructive armor): Every hole in the armor is ignored because the probability of getting to the same place of armor is small.
    2) Medium (fixed destruction of armor): each hit (if it pierces the armor) deals damage and reduces the protection of the armor (other shots will do more damage)
    3) Complex (real armor behavior): Same as in example 2), but calculated separately for each part of the armor (arm, leg, chest, back, head, etc.)

    If desired, using a modular armor system, you can create a unique combination of armor and various shields (gravity, magnetic, etc.). Shields will work as additional armor (what we have now for regular armor: each shot reduces the protection of the shield depending on the weapon damage)
    The shields may recharge when the battery is changed. (Using a large% TU, provided that the soldier has another battery)
    Armor will provide protection when the shield stops working.

  6. 10 hours ago, Chris said:

    I guess we need to make it more obvious what's happening. There's no damage numbers for stun damage and no pop-up that says when someone is stunned - I think we'll add those in.

    If the smoke causes stun damage, gas grenades are not needed. It is worth return the stun grenades back instead.
    If units take a stun damage from smoke, you need the trigger stun damage counter for each move through the smoke.

  7. 9 hours ago, Chris said:

    as the MARS takes up storage space rather than living space

    I just noticed that when choosing MARS, the capacity counter of training and living decreases (like soldiers), although MARS does not occupy it.
    Perhaps MARS is better to exclude MARS from soldiers transfer menu, and make storage transfer available.

    MarsTransfer.jpg

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