Jump to content

some12u

Members
  • Posts

    6
  • Joined

  • Last visited

Reputation

0 Neutral
  1. Ladders are on the shipping containers in demo Shooting around corners is always wacky, think they ment for you to physically step out, shoot, and then come back. Messes with heavy weapons though, which can make sense or not. Heavy weapons get a accuracy penalty if you move, so they kinda have to set up No comment on animations
  2. I actually am lukewarm on Phoenix point's micromanagement. I feel like controlling everyone's shot is overstepping for an strategy game, but being able to not do the 95% chance and still miss thing is great. For me I just spam burst fire to never experience that problem in X1.
  3. Some people want to understand armor.... I'm going to blast you all with a counterpoint and say that we should make it complicated with no regard for human reasoning, and yet easily understood/felt. For players, have different styles of armor using different mechanics/formulas balanced by resource cost and research levels. Armor should act differently, and different styles should take different resources forcing people playing on the correct difficulty to run a hodgepodge mix. Players can influence (or decide if they're lucky) the armor mix by tactical and strategic choices such as: Breaching alternate UFO entrances to get better positions but less alien alloys Risking rookies to capture live aliens to get alien McGuffins Focusing on vehicles and using it as bait/armor Focusing on other strategic concerns like the airgame/base expansion and just having naked dudes run around This gives players choice and should provide interesting gameplay/strategic dilemmas. For alien armor, different species should have different mechanics. The first few alien armors to be encountered should be ablative HP based, and after that, you can go wild with armor mechanics. However, we should be able to research a way to find out what species we'll encounter on a mission so we can prepare for the Androns or whatever that makes pistols and shotguns useless, or some super fast flying bugs/saucers that have a no HP but an accuracy penalty for the first few shots fired at them making sniper rifles useless, and etc. Here, let me toss some examples out for a player armor progression: Research level 0: 1) Overhardened ceramic combat armor Tanks 1 ballistic/chemical shot (no matter how damaging or insignificant) to the chest (75% chance to activate) only and immediately becomes a burden only meant to slow your dudes down afterwards. Shots that hit unarmored legs, arms, head, etc. means you're basically unarmored (when you fail the 75%) 2) Unarmored Xenonauts 1 style Spiffing blue helmet and comfortable uniform, giving reflex and TU bonuses 1% weird accidental chance of enemy fire ricocheting off said spiffing blue helmet and no other protection Style points Research Level 0a: 1) Stun protection Early research project, upgrades both previous armors. Padding and rebreather/SCBA system stops stun damage. Maybe no visual difference. Research Level 1: 1) Alien alloy combat armor like Jackal in X1 Nearly better than ceramic in every way Basically adds HP Weighs a lot, TU and reflex debuff Has to be built with alien alloys 2) Upgraded combat shield Replaces stock combat shield, meant to be used with unarmored takes away 1 hand to use HP and direction based Research Level 1a: 1) Reverse engineered alien force-field Adds HP without the penalties Takes only 50% damage from incendiary/energy Has to be built with alien alloys + some other expensive McGuffin DOES NOT WORK IN COVER because it interferes with sensors or something I dunno I can write a paragraph that convinces you if you want to. Bulky so cannot wear armor with it 2) Unarmored Jetpacks Fly, that's it Requires alien energy McGuffin 3) Perfected Ceramics Like ceramic, but tanks a single shot from any direction and now without penalties Meant to be the standard free armor from now on Research Level 2: 1) Perfected Alien Alloy combat armor like the Wolf: Better than alien alloy, needs more alloys, same debuffs ignores x damage no matter what 2) Shielded Alien Alloy combat armor: Like alien alloy, but needs expensive McGuffin combination of alien alloy and reverse engineered alien force-field 3) Shielded Jetpack: Made from jetpack and expensive McGuffin Can fly and has force field ...and so on I can write out the alien counterpart if people think this has potential.
  4. Actually don't you start with quite a big amount of money in xenonauts 1? I remember you do in x division at least, but that might just be there for you to plonk down another two bases immediately.
  5. This isn't an uncommon problem. Cities: Skylines has really bad text for me, the only game to do so. The devs have given up on fixing it.
  6. That's not how NV works at all, especially if you place the thematic tech level (looking how your starting rookies are equipped) at around desert storm or earlier. Not to mention the extreme accuracy depuffs if you want to go more realistic.
×
×
  • Create New...