Jump to content

Komandos

Members
  • Posts

    673
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Komandos

  1. Tactics at the level of 6 characters exist in almost all RPG games. Starting with "Fallout", "Baldurs Gate", "Arcanum" and ending with modern games. The role-playing system of these games and the game world itself are worked out better than Xenonauts. And if I have to make a choice: to develop 6 characters in Xenonauts or to develop 6 characters in RPG games, then the choice will not be in favor of Xenonauts. Xenonauts do not have a good role-playing system of abilities, skills and character characteristics for tactics of 6-8 people. But there are much fewer tactics for 8-12 (or more) characters. This gaming niche is not so densely filled. (The fact that the original (canon) UFO: 1-2 X-COM: 3 Apocalypsys were platoon tactics, and, apart from them, there are no more turn-based platoon tactics (12-26) - I have already said many times. This is the only unoccupied gaming niche that gives the player such gaming sensations (experience) that other games are no longer able to give.) In general: For part of the tactical battles, the game should increase the number of aliens by 1.5-2 times. The complexity of the battles should be different. There should be missions where the player is "resting", and there should be missions where it is "difficult" for him.
  2. If we estimate approximately the probability of the death of the player's soldiers and the probability of the death of alien soldiers, then with the same number of troops, the available AI, and not very cunning tactics of the player: the loss ratio averages 1:16. That is: in any case, the player will think that either there are too few aliens, or the player has too many soldiers. (Half of the aliens are passively sitting in UFOs, so the probability that the aliens will be the first to identify the player's soldiers is two times lower. Alien soldiers walk alone, and the player's soldiers walk in tight groups (4-8), so alien soldiers have 4-8 less chances to destroy the enemy from the first turn. Since the player's soldiers use shields and shelters more often than the alien soldiers, the probability of hitting the player's soldiers is twice as low. We summarize and in the end we get that the loss ratio is approximately 1:16-1:32.) Equal chances can be obtained only by leaving one player soldier and one alien soldier in the game. However, in order for the battle to be dynamic, there must be a sufficient number of alien soldiers on the landscape so that every turn (turn) from the player was a battle, not a search. P.S. The battles in which the player can afford to lose 1-2 soldiers and the battles in which the player can afford to lose 8-10 soldiers are very different in terms of the tension and emotions of the battle.
  3. What stocks to buy and where to invest money? The man didn't say?
  4. Strategic "Action points" I looked at the reviews on YouTube. https://youtu.be/haTy-Hbr86w https://youtu.be/dJ4caSvQj0U To be honest, I haven't been able to figure out how this strategy works. However, I have some ideas: In a tactical battle, each unit, on the battlefield, has action points (AP), which can be spent on certain actions. For example: to increase your morale. Regions on the planet (Africa, Australia, Asia, Europe, North America, South America) are also losing morale, cities, and population under the influence of aliens. Why don't these regions (Africa, Australia, Asia, Europe, North America, South America), as well as aliens, also get "Action Points"? Or let money play the role of "Action Points". Every month, each region (Africa, Australia, Asia, Europe, North America, South America) receives "Action Points" that they can spend: - either to finance Xenonauts; - or to eliminate damage from alien attacks; - or spend AP on activities aimed at reducing panic among the population; - or spend AP on the development of your own economy (which will bring profit next month); - or spend AP to evacuate the population and production to other regions of the planet; - or spend AP on building outposts to repel an alien attack; Each region on the planet has an "instinct of self-preservation" and, obeying it, chooses exactly the strategy of behavior (using its AP) that neutralizes the influence of aliens as much as possible. Every month, each region (Africa, Australia, Asia, Europe, North America, South America) gives a report on what actions their finances were spent on (Action Points). The player's task: 1. To preserve the economy of the region, (so that each month the region has a lot of AP). 2. Counteract the threat of aliens more effectively (across the entire list and type of threats) than the region itself is capable of doing (The appearance of UFOs in the sky, UFO attacks on cities, UFO landings, the elimination of UFO crash sites, alien terror missions, other). In other words: the more missions (tasks) to eliminate threats Xenonauts miss - the less their funding. Aliens can also have their own "Action Points" that are increasing every day. (Replacing the timer in the game). These AP aliens spend on building UFOs and on raids on the planet. Non-downed alien UFOs participate in the following raids. If you do not destroy the alien factory, then sooner or later there comes a moment in the game when the player is no longer able to destroy all the alien ships (UFO) that attack the planet. Non-destroyed UFOs are added to new ones, and a huge number of UFOs attack the planet in the next wave of attack. If there are unclear details, I can discuss.
  5. Ideally: low morale is what makes soldiers run from the battlefield, hide for cover and forces them to abandon the UFO assault (terminate the mission). Unfortunately: this is poorly implemented in the game. A panicked soldier runs anywhere but to the place of his salvation. I believe that a panicked soldier should run to the evacuation site and leave the battlefield on his own. (To desert). This does not happen in the game. In addition, a panicked soldier should receive a bonus to the range of movement. Namely: a panicked soldier has more AP than in a normal state. (Stress). Also, a soldier who has experienced panic due to stress can no longer participate in the next battle (rest is required).
  6. It all depends on tactics. In a wooded area, a lot of ammunition is used to destroy trees. In slums, a lot of ammunition is spent on destroying walls, fences and trees.
  7. I don't use custom armor. On the contrary, I had to add 11 pockets to my inventory. The backpack had 5x5=25 pockets. Became 6x6 = 36 pockets. This is the "X-Division", so the inventory contains additional samples of equipment. Some of the ammunition on the first turn is dropped by the soldiers to the ground (if they are heavily overloaded), and then, if necessary, they are lifted. I don't have a save without "X-Division". But in the pure version of Xenonauts, the situation is similar. This inventory size will be insufficient. The actual maximum carrying capacity of the soldier: three shotguns, one pistol (first aid kit) and five clips for a pistol (or shotgun). The game does not even allow for the option that the player may have to retreat from the battlefield, taking with him the maximum number of artifacts. Or that the player will have a grueling mission to defend or storm the location. (Which requires a large amount of various equipment and ammunition). As an example: Regular equipment of one soldier in the combat zone.
  8. I am interested in what the strategy of the game is. What is the area of strategic decision-making? I have no questions about tactics - it practically does not differ from X1.
  9. Total: the equally limited size of the inventory at the beginning and at the end of the game does not allow you to increase the "level" of the tactical team as the carrying capacity (physical strength) of the soldiers increases, which leads to the fact that the level of complexity of tactical battles (during the game) increases very little. The killing power of the new weapon is compensated by the protective properties of the new armor, so the tactics (as technological progress progresses) almost does not change. The player's team increases by only 2 soldiers, which also does not contribute to changing tactics and the number of aliens on more complex "levels". As a result: tactical battles are very similar to each other and quickly become boring for the player.
  10. In order for the player to have several tactical commands in Xenonauts, alien attacks must be carried out in waves (as it was implemented).But at the same time, downed alien UFOs should remain available for ground combat - for a very short time. So that one tactical group could not have time to visit all the crash sites. The crash site of small UFOs is a small level of difficulty for inexperienced tactical teams of the player. The crash site of large UFOs is a high level of difficulty for experienced tactical teams of the player.
  11. If you create difficulties for the player to make his victory in the game more difficult, then this is not the same as making the game plentiful for tactical situations and more free for creative experimentation. Each new fight should REALLY look like a new level of difficulty. A small alien ship is a small difficulty of the battle. A large alien ship is a great difficulty of the battle. There were only a few types of alien ships in X1, so there were few levels of combat difficulty. At the same time, the difference in difficulty level between them was so insignificant that it didn't matter whether the player sent a team of beginners into battle or sent a team of experienced soldiers into battle. Try to do this in an RPG game: so that the hero of the 1st level defeats the hero of the 5th level (maximum). In X1, a player with a Level 1 team could easily defeat the opponent's "level 5" teams (maximum).
  12. Quick slots (pockets) are just a way to visualize the basic tactical functions of soldiers on the main control screen. If there are a lot of tactical functions: (throwing a grenade, first aid kit treatment, hand-to-hand combat, machine gun shooting, dragging objects) then there will be a lot of icons (on the main control screen) to quickly control these functions. For example, all the main functions of a magician are visualized here, with the help of which he interacts with the surrounding world and other characters. I also don't like how the system of "fast functions" is implemented. I don't like that the left-hand slot is used for this, as if a soldier is holding two objects at the same time. Ideally: everything that a soldier has "on his belt" and in his hands; everything that can be used on himself or on others should be added to the "quick control functions (slots)". The belt width should be increased. Using grenades, reloading weapons: already added to the quick control functions. (Back in X1).
  13. Even if: just increase the number of pockets - it will not be bad. In mods like "X-Division" where tactical battles were more difficult, and there were significantly more aliens - additional pockets were needed very much. If the player himself increased the difficulty of the game (by adding the number of aliens to the game). Additional pockets were needed very much.
  14. At the end of the game, soldiers have no problem with personal strength. At the end of the game, the problem is that the soldiers are not able to use all their strength effectively, as there are not enough pockets for equipment that they could take with them. Some types of tactics are impossible to apply, since soldiers must wear more of the necessary equipment to use them. A strong soldier has no advantage over a weak soldier, since the number of items they can take with them is limited not by strength, but by pockets (slots). This is very noticeable in the final of the game, when the strength of the soldiers reaches the limit values.
  15. What is the choice here? Regardless of the armor worn on the soldier, the soldier has 5 pockets (slots) on the belt and 20 pockets (slots) in the backpack. If the pistol clip weighs 0.2 kg. Then the soldier can't take more than 5kg. Even if he has the strength of Hercules.
  16. If a soldier is able to carry 10 kilograms of extra weight, but still cannot take with him, even one additional grenade weighing 0.5 kilograms, (because there is not enough space in the pockets of a bulletproof vest), then should the player rejoice in a bulletproof vest that does not allow the soldier to maximize his carrying capacity?
  17. New suits and body armor absolutely do not change the number and location of slots in the inventory. Soldiers can't even take equipment to the limits of their carrying capacity, because they don't have enough pockets in their equipment.
  18. In a game where the range of visibility of soldiers slightly exceeds the distance between the walls of your apartment, it is very difficult to realize a positional advantage. In fact, it lies in the fact that you hid behind some kind of shelter, which significantly reduces the likelihood of hitting you. The positional advantage is that all my 16 soldiers can hit any target (enemy) that appears in the field of view of even one of them. And the enemy can hit only one target, and even that is not the most convenient for him, because the rest of my soldiers remain invisible to him.
  19. The amount of ammunition must be changed in two files.
  20. In reality, there are more "fast cells (slots)".
  21. If the pilot ejected, then with some probability, within 72-180 hours he can reappear at the base, without any rescue operations.
  22. In a laser weapon, must add: a shot with a power of x0.5; a shot with a power of x1.0; a shot with a power of x2.0. Energy consumption is proportional to the power of the shot.
  23. A laser machine gun should have more firing modes and a higher rate of fire. In laser weapons, you can adjust the strength of the shot and the rate of fire. (There is no such possibility in ballistic weapons).
×
×
  • Create New...