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MrAlex

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Everything posted by MrAlex

  1. Before version 18, the game had 4 different buildings (which appeared in this order): - Basic radar (low grade) 1x1; - Inference Radar (mid grade) 2x2 - Quantum decoder 1x1 (decoding center which shows data on detected points of interests) - Quantum Array (top drade radar) 2x2 The several radars of the same type in Xenonauts 2 do not give any benefit. And the new radar always made the old radar unnecessary. Building Inference Radar, the player destroyed Basic radar. Building Quantum Array, the player destroyed Inference Radar (simply because they are no longer needed). If you do it on all bases, then a huge amount of money is wasted.
  2. It occupies a 1x1 space, and improved radars - 2x2. So I don't think improvement is possible. Although, mid grade radar (Inference Radar) we do not need (in my opinion). It's research comes too early, making the build basic radar completely unnecessary.We have an additional building - a quantum decoder. Which can additional improve the range of starting radar and give the same benefits. And the final radar would be 2x2 emphasizing its coolness.
  3. I agree with you. We can only offer an idea. The final decision is always up to the developers.
  4. Yes, but in any case, the starting radar becomes unnecessary when exploring a new one. I always feel sad when something that has been spent a lot of time and money is simply thrown away. I think old buildings should not be demolished without compensation. They must be sold, returning a significant part of the money spent on them.
  5. Prior to version 18, there were no upgrades to the old radars. You can only explore new ones. When building a new radar, the player did not need the old one. Therefore, to build the final 2x2 radar, it was necessary to destroy the 2x2 middle-ranking radar. Since version 18 I haven't had time to go far to see the changes.
  6. This may be the same limitation. A certain number of offices for each region. As you said: There will simply be no restriction on where to build them within the region (the player will choose himself)
  7. They will have too small a radius operating radar to replace a full base radar, but this will be a minor alternative at the start of the game as long as the player has little money. In any case, the player will need at least on four bases. Basic(mixed), research, production, training (for soldiers who did not get to the main due to poor basic parameters). With two hangars and a radar on each.
  8. Here is one of my screenshots. As you can see, there is simply nowhere else to place another 2x2 radar. I had to remove the current radar and do without the radar for a whole month. For people who have been playing for a long time and know what technologies they will be able to research and where they will build - this is not a problem, you can just not build an intermediate version of the radar on the main base and save money. But for beginners this is a big problem. If you imagine that the hangars will also be 2x2, then except for the hangars and radar on the base, nothing else will fit. At least three hangars must be located on the main base.
  9. 2x2 size is acceptable for the final radar. But to make an intermediate version of 2x2 size is not reasonable. The player is simply unable to build two large radars on the main base. If the hangars will take up 2x2 space, then even one large radar will be difficult to place.
  10. I also think we need to abandon the fixed locations for offices on the map. You just can add a separate button in the interface menu for building an office instead. The player will choose where to build it (as in the case of building a base) It also seems to me that every office should have a small radar (something like fighter radar). The idea is to allow the player to send fighters to where UFOs have been spotted and intercept them in places where there are no bases with large radars. But to do this, the fighters need to increase the fuel supply (or create an additional module that can do it. For example, double the fuel supply, without the possibility of using evasion, if the fighter did not use additional fuel from the module). Although the range of the office radar will be small and will not provide the player with sufficient visibility, but it will allow to understand in which direction the UFO is moving so that the player can try to guess the place where he can catch it with his fighter. I think it will make the gameplay much more interesting, especially in the early stages of the game. @Alienkiller@ChrisWhat do you think about this idea?
  11. 2x2 hangars make sense if they can accommodate 2 or 3 aircraft. But that's just an extra restriction for the player, and I don't like the restrictions. So I don't like the idea of 2x2 buildings. I don't understand why we need it. Especially considering that we have to build radars that take up 2x2 space (which I also don't like).
  12. We do not use large tanks that require hangars, only small reconnaissance vehicles (MARS) that do not require much space and can be placed in stores.
  13. c:\Program Files (x86)\Steam\steamapps\common\Xenonauts2Playtest\assets\assets\xenonauts\template\groundcombat\item\weapon\ballistic_lmg.json I think it's here ("Shots":5): {"$content":[{"FireMode":"burst","Trajectory":"Straight","Ik":true,"ConsumesAmmo":true,"Shots":5,"ShotsDelay":0.05,"Name":"Burst Fire","AbsoluteCostTimeUnits":0,"PercentageCostTimeUnits":55.0,"Crosshair":"Xenonauts.GameScreens.GroundCombat-::-ui/crosshairs/crosshair_burst","Accuracy":45,"Tooltip":{"Value":null,"IsSet":false},"$type":"Xenonauts.GroundCombat.Components.ProjectileAbilityDefinition"}],"$type":"Xenonauts.GroundCombat.Components.GCAbilityDefinitionsComponent"} The file can be edited with a regular notepad. Although it is much more convenient for me to do it through the Notepad++
  14. MMO are always updating relevant content and constantly adding new types of equipment. If you are not interested in PVP then you can really play rarely and have fun with creeps. Although most players (myself included) play online games to fight other players. Creeps are enough in offline games. Among the MMOs, I liked the BNS (Blade and Soul) the most. It has a very well thought out PVP system. As a result, it has become an e-sports game. Its mobile version was recently released. And I really like it.
  15. The idea is that there is nothing infinite in reality. In order for ammunition to be stored, they must at least be ordered from the military. They can supply them for free, but it don't have to be endless. Although it is better for the player to buy standard ammunition, we can just increase funding for this.
  16. I prefer the idea of building a base where I want, without the use of agents. Ammo clips will work the same as now, just they will need to be additionally manufactured / purchased for storage. We don't need to complicate and count each bullet. Just consider the ammunition used if all bullets in it was used. Otherwise, it will be replenished and all. Energy cells can be recharged at the base, so they can be used many times on different missions.
  17. The basis of the idea is that nothing is infinite. Basic human technology can be free (weapons, ammunition, etc.). This can be explained by the fact that our organization is sponsored by military organizations from all over the world, but not endless. Each item a player has to buy, and it takes up space in warehouses, and can be bought and sold. This is micromanagement. And everything that is studied from alien technologies must be made by the player himself, in the quantities he needs. Building the first base, the player receives a minimum set of everything he needs, as it was in the original X-com. Everything else he has to buy. Such as ammunition for soldiers and fighters. As I said, human technology can be free (at low levels of difficulty to make it easier for beginners to get used to game management). But nothing should be infinite, and the player must watch everything himself. Again, for beginners, it can come up with tips, for example: a message about the low stock of ammunition in warehouses. This technology is actually an improvement on human weapons. I think it should be a transitional stage for studying player management. This means that the player will have to make their own weapons using this technology. But ammunition for it will be standard, and they can be bought (instead of made). It will work for soldiers vehicles and fighters. And in the future the player will need to make weapons and ammunition for it separately. Manufacturing time and cost can be balanced so that it will not be difficult. There is nothing strange in this. This idea takes a lot of developer time, and does not bring any significant benefits. Fact 4 is quite correct. The basis of micromanagement is that every found item a player can use. Not directly (the soldier will not be able to pick up and use the alien's weapon). But for research and sale. This is almost done, except that the player can not study the weapon and ammunition for it separately. I believe in order to study technology a player needs to research weapons and ammunition separately to understand the principles of how it works. The idea of researching UFOs in individual hangars may be interesting, but I think it will be too difficult for developers to implement it and it may take a long time. I'm more focused on ideas that aren't difficult to implement relatively quickly without spending a lot of time on it. My idea of rebalancing outposts does not fundamentally change anything, it just makes them easier to use, and should not take much time for developers. As I said above, your idea is interesting, but difficult enough to implement. However, I am convinced that all alien technologies must be manufactured separately. But it would be logical to make a simple upgrade from a standart basic weapon to an accelerated one (Manufacture of weapons only with the possibility of using standard ammunition for it. As an intermediate stage in the upgrade from human to UFO technology)
  18. It is possible. Make a quote and then copy it to another topic. As I just did.
  19. Such a system was in the original UFO and it was really cool. This micro-management made the game as similar as possible to reality.
  20. Speaking of stun weapons. It is wrong that it is immediately available after the study and it does not need to be made in workshops. Honestly, I think that everything in the game should be researched and made by the player, and nothing should be done by itself. Research of corpses, UFO constructions. Manufacture of weapons / ammunition, canons / plates of vehicles and fighters and other equipment that we have for some reason endless. If engineers make only prototypes, where do other weapons come from? Time and cost can be balanced to make it easier for players to get used to.
  21. I don't want to think about the balance of agents right now. Possible improvements for agents can be discussed in a separate topic. First I want to solve the problem with offices. It often happens that I need engineers, and I have a high level of panic in a region where there is no office available for construction. So to solve the problem I have to build 2 offices instead of one. Often, the office has to be built in an area where there is no need to reduce panic. In addition, the price and construction time is quite high. The player must first collect money for a long time and then wait a long time for the construction to be completed. With the proposed changes, the player will be able to build offices gradually, and in a place where they are really needed. Here is an example: 1) Now. The player has 1kk of money and he needs engineers. He can build 4 offices and get 8 engineers. The player will receive 8 engineers in 10 days. At the same time, he is forced to build offices in five different regions, most of which he has no base for protection or no need to reduce panic. And when there is a need to reduce panic, the player will not be able to build an office for engineers and will be forced to build offices for scientists (which may not be needed at that time). 2) AFTER the proposed changes. The player has 1kk of money and he needs engineers. The player builds 4 offices and gets 4 engineers in 5 days. Then he can improve them in 5 days. In this case, offices will be built exactly where the player needs. Moreover, the player will be able to use 4 engineers while the offices are improved for the next 4 engineers. In this case, the player does not even need to have 1kk at once, he can spend from the current budget 500k and 500k from the next income. The proposed changes will greatly facilitate the use of offices and remove unnecessary restrictions.
  22. I'm just running with this soldier to a shelter from which he can't hurt his team. I also try to quickly kill all the psionics which can see my soldiers . It helps to avoid mind control. (If the alien who attacked the mind of the soldier dies, the soldier will not come under control) If there are no shelters and I can't find the alien, I just walk away from the other soldiers and throw my weapon on the ground. He will not be able to throw the grenade far. What worries me more is when a soldier panics rather than taking control. A panicking soldier throws away all his equipment and runs away spending all the TU (often directly to the aliens). It is quite difficult to find the cell where he threw his equipment, and he need a lot of TU to pick it up. Therefore, such a soldier loses the opportunity to fight on many turns. Moreover, killing an alien who attacked a soldier's mind does not help to avoid panic.
  23. Cool. Maybe you will make improved offices to reduce panic as I suggested HERE?
  24. As far as I know WoW is an MMO game. It's impossible just to go in and get a fun there. It makes sense to start playing MMO only after opening a new server, and only if you have a lot of free time (at least 4-5 hours a day).
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