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Komandos

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Everything posted by Komandos

  1. If I don't participate in terrorist missions, will I lose anything?
  2. Terrorist missions (in the city) are impossible to pass in principle. And the problem is not the number of enemies. The problem is that soldiers with 80-90% bravery panic and run away after the first round. Even if I have all the necessary advantages and conditions on my side to win. How to increase the panic threshold in a terror mission? Or turn off the panic altogether???
  3. If you double the range of the weapon and at least 1.5 times increase the radius of vision, then this gives: 1. The opportunity for your soldiers to spread out across the landscape at a much greater distance from each other. (According to the increased viewing radius and the increased range of weapons to support each other with firepower.) Now soldiers do not need to walk in a dense crowd so that one soldier can shoot at an alien who jumped out of the fog at another soldier. The most time-consuming thing in Xenonauts 1 was moving a whole crowd of soldiers in a very, very thick military fog so that they could support each other with fire in case of enemy detection. Because of this, the battle became long and painstaking. I understand why many players think that managing 20-24 soldiers per battle is incredibly much. They play on the original settings of the game, where even moving 8-16 soldiers through a very thick fog is a really difficult and monotonous task. 2. Since the soldiers see further, they have to spend fewer tours to search for aliens. Tactical combat becomes more dynamic. 3. The radius of view becomes larger than the radius of movement, which gives better differentiation for weapons of different ranges. Now enemy soldiers, after their detection, can be at a distance of two moves (and not one move, as before).
  4. Xenonauts 1 have too many bugs to use the "iron man".
  5. I'm not kidding myself. I play the way I like. Cheating is convincing myself that I want to play the way the developers want. Who knows better what my tactical orientation is: me or the game developers???
  6. I've been playing Xenonauts game, "balanced by developers" for just a few hours. After that, I had to completely rewrite the balance of the game (and, in particular, double the range of all weapons and the radius of view). This is the real value of the effort that developers spend on balancing the game.
  7. The fact that a soldier in one round is able to run twice the distance (30 tiles) than a bullet fired from a medium-range weapon (15 tiles) can fly in one turn - do you call this "excellent range"??? So what if the aliens have thicker armor, if this armor and the numerical advantage of the aliens (several times) are not able to give them victory over a "weaker opponent". Turtles also have thick armor, but even a hundred turtles are not able to defeat one person in battle.
  8. Due to the short range of the weapon, the player's soldiers are forced to walk in droves, like the phalanxes of Alexander the Great. (To be able to concentrate the density of fire). The range of all weapons should be doubled, and the viewing radius too.
  9. Aliens can come "out of the horizon" (out of the fog of war), calmly overcome 30 tiles and calmly bypass the sniper from all sides to inflict damage on the next move. 30 tiles is the distance of one throw, the distance of just one sniper shot. One shot is too little for a sniper rifle when the enemy comes "from behind the horizon" close.
  10. The rich have a much more interesting life than those who are in need of material resources, free time, etc.
  11. 30 tiles in one turn overcome many units. 30 tiles is just the range of one move. One miss and the target approaches the distance of hand-to-hand combat.
  12. The final missions, for the player, are fundamentally no different from the usual ones. The battle is also designed for 8-12 soldiers, (like a normal mission). The only difference is more powerful weapons and thicker armor. In the original X-COM 1-2: For the final mission, you need a special transport that took twice as many soldiers (26) as for a normal mission. And the last mission consisted of two episodes.
  13. You can use "urgency" (timer) to create tension in the game. But this method is no better than "UFO waves" when the player is experiencing time pressure and lack of resources. From the "urgency" (timer), the player gets tired just like from other ways to create tension. The only way out is in the variety of the game. The timer is only good when it is running in the game for a short time.
  14. In the old X-COM, a player could defend the planet for at least a thousand years and no one forced him to fly to Mars right now. But after all, developers make fan fiction specifically on the old X-COM, but not fan fiction on XCOM 1 EU or XCOM2.
  15. 1. In the old X-COM, the player could spend as much time in the game as he saw fit. The game did not force the player to fly to the final mission right now, (timer), and not after 20-30 years of playing time. 2. The timer in the game does not allow the player to fully explore the game world. Instead of satisfying your curiosity: "What will this or that research give?", the player has to be content with only those studies that move him forward, as a person who is late for work. However: some players come to the game as tourists who want to see all the sights.
  16. The imbalance of the game is that the game allows you to indefinitely increase the number of aliens on the tactical map, but does not allow you to increase the number of soldiers to a tactical minimum of 5-7 units (LEFT FLANK. CENTRAL. RIGHT FLANK. MOBILE RESERVE. HEAVY WEAPONS. SPECIALISTS (doctors, engineers, sappers, etc.)).
  17. If a player has accumulated enough strategic resources to be able to send 20-24 soldiers to battle instead of 8-10, then why should the game prohibit the realization of a strategic advantage on the battlefield? If I have advanced so far that I can afford a more fun and easy tactical mission mode, then why should I still fight with minimal human resources, as at the beginning of the game? P.S. A good game is good because it can turn into a "sandbox game" for an experienced player at easy levels.
  18. The player wins all ground battles anyway. If: the player wins all ground battles anyway, then increasing the soldiers on the mission will not change the balance of the game.
  19. If there is air defense on a Military base, then a direct attack on the Base is basically impossible. An attack on any base should have several stages: 1. Ground landing and concentration of troops. 2. Ground assault of the territory above the Base. 3. Directly storming the base itself. The military bases themselves should be above ground and underground. Ground bases are cheaper to build, more spacious (size 7x7, or 8x8, or 9x9), but can be destroyed from orbit. And they are stormed in 2 stages (and not in 3 stages, like underground bases).
  20. If I don't want to take too few (8-16) soldiers on a tactical mission, can I ignore this winning condition and take a little more soldiers (20-24)??? Will the game force me to fulfill this condition if I don't want to?
  21. Idea: After every UFO shot down, aliens experience a lot of stress. This stress will reduce their moral characteristics. As soon as the stress of the aliens reaches 100% stress, the aliens break down and take a pause of several weeks to recover.
  22. I agree. When an AI does not have a winning strategy, the best tool for it is a variety of tactics. P.S. It is worth adding 5% of tactical missions to the game, where the player does not have a winning strategy and a reasonable choice for the player would be to retreat. For example, a UFO with an excessively large crew. (80-120 units).
  23. The innovations you mentioned (which are listed below (quote)) - carry an additional cognitive load on the player's brain. Not all players want to solve such complex intellectual tasks.
  24. In the tactical part of the game, the soldiers' panic depends on the number of casualties among the player's soldiers, the influence of the leader nearby and the impact on the soldiers of the aliens' psionic abilities. In the strategic part of Xenonauts 2, the panic mechanism is not so obvious. There is no panic of individual cities (due to the irradiation of the city, with the help of UFOs, psionics). The peaks of panic in the states are poorly combined with the peaks of victims in this country. The leaders of these countries practically do not suppress panic (they are not working to suppress it). Although theoretically: on a global scale, people are affected by exactly the same panic mechanics as on the battlefield.
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