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Komandos

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Everything posted by Komandos

  1. If micromanagement is a system for making strategic decisions (affecting the course of the further game), then rejection of micromanagement = rejection of the strategy itself in the game.
  2. The practice of playing X-Com: 1-2-3 (old) shows that it is more profitable to hire a lot of soldiers with poor starting characteristics cheaply than to hire a few soldiers, but with good ones. If a soldier has enough physical strength (to carry the minimum set of equipment without penalties to AP), then all other disadvantages can be compensated for by the number of these soldiers (tighter tactical formation, = greater firepower and greater density of fire on the ground at the enemy, = greater efficiency defeat the enemy). Late Game Recruitment Problem in UFO: 1-2 - addressed by increasing the size of the battle group. If the "Ranger" (UFO: 1-2) at the beginning of the game could accommodate 14 soldiers, then the "Avenger" (at the end of the game) already accommodated 26 soldiers. In terms of firepower and fire density, 26 recruits surpass 14 veterans.
  3. The problem for recruits later in the game is this: 1. There are no training centers. 2. There is no distribution of functions of fighters depending on their combat experience. This problem was solved even in the legions of the Roman Empire. Every legion (is a must!) consisted of conscripts, experienced and veterans. With the growth of combat skill, soldiers took a new place in battle formations and performed other combat functions. In tactics at the level of the fighting compartment, this is difficult to organize. It's easier to form several tactical groups with different levels of combat experience and send these groups on missions of varying difficulty. Or make a game based on platoon tactics. (4-7 combat groups of different experience, competence, professional bias).
  4. Understood. Corrected. The list and the backpack have increased. sequipview.lua How can I fix this? Otherwise, here's what happens. Mod is super. I haven't started playing yet. While Testing + Performing personal settings. Disliked: too small radius of view and too small radius of the weapon.
  5. Xenonauts 2. I saw the stream https://youtu.be/Lrkv1oIHMKQ The battle tactics are no different from the battle tactics in Xenonauts 1. UFO-ET I liked the research tree, but there are too few soldiers for serious battles. Playing with a small amount is hard, long and boring. Phoenix Point I watched streams on YouTube. Phoenix Point - an RPG game that uses firearms instead of swords. A more developed model of social relations is lacking for a full-fledged role-playing game.
  6. If you approach the solution of a combat mission as a Detachment commander, then yes: 10-16 is a lot for a detachment. If we approach the solution of a combat mission as a Platoon commander, then the classic division "into 5-7 regiments" (the detachments) have not been canceled. The presence of a reserve (for example 16 + 4) will not complicate the game in any way. Vice versa. The reserve will only make life easier for the player in a too difficult combat situation.
  7. The same "battle stress" problem that Chris presents - as a player, I can reduce the stress on some of my soldiers (came under fire, etc.) - simply by increasing the size of the battle group.
  8. Most players are experienced with game settings in which the range of sight does not exceed the radius of the grenade throw. As a result, players are forced to move their soldiers in dense crowds (phalanxes), half the AP. Which is not very fun and pleasant anymore. Increase your visibility area by only 1.5 times and you can already run further, run less (without having to look into all the dark nooks and crannies). And fire contact with the enemy is provided at almost every step. Night battles are even more difficult (due to low visibility). And with a low firepower of the entire detachment (weak weapons, few soldiers) - for me this is the highest difficulty (which quickly tires).
  9. 1. 16 soldiers is the minimum for me. 16 soldiers can still be divided into 4 tactical groups. But I prefer to have 5 tactical groups on the battle map. 2. If the enemy is weak, then it is not necessary to assign a combat mission to the entire platoon. Make a move only with those soldiers who need combat experience and an increase in parameters. 3. On the contrary, I find that it is much more difficult to kill an alien with 8 barrels than with 16 barrels. And 20-24 barrels located in strategically important areas of the map make the game exciting and not stressful even with a threefold numerical superiority of the enemy. The more fighters in a tactical group, the higher the firepower of that tactical group. It's like a more powerful cannon in the hands of the player-commander. Better to have one battle in which 20-24 of your soldiers will destroy 40-48 aliens. Than to spend two battles in a row, where 10-12 of your soldiers will destroy 20-24 aliens.
  10. I'm not saying New Xcom Games are bad. But these games do not interest me. If I go to a bar and ask for a glass of beer, and they answer me: “We improved the old beer recipe. Now beer is not only non-alcoholic, but also similar in composition to milk. " It's hard for me to disagree: beer is now really non-alcoholic, and you can drink it instead of milk. Which is "great". But I personally don't like these improvements. I'm looking for a game in which X-COM CAN look like a real military organization (like the Warhammer legions). Where the Xcom soldiers - not only: Base; Ship "Avenger"; Combat task (mission), as well as adequate manning of units (Detachment> Platoon> Company> Regiment). The new Xcoms are completely different from the military design (no matter how hard the player tries to give them a different look). It's hard for me to understand why game developers are not afraid (have no concern) if I set in the settings: "Weak level of difficulty"; edited (in the file) the entire line of weapons the way I like; bombed the crash site of a UFO without the participation of a tactical group in ground combat; The number of aliens on UFOs has been increased several times; but - everyone is very worried if I want to go into the settings and set the option to take into battle not 10-12-16 soldiers, but 16-20-24. (Just as now I expose not 6-20 aliens on UFOs, but 12-60). What is the eresy here? Is 20 (24) soldiers instead of 16 so morally unacceptable that it is impossible to leave the player this option (the possibility of expanding the squad) for future (his personal) mods?
  11. I do not care at all what the developers add or remove in the game in the X-COM universe (concept). In particular, the new Xcom line. Team tactics (a squad of 3-12 fighters) are present in almost all role-playing games today. And there the game world is more interactive and deeply worked out. + (Also) "OpenX-COM" has a sufficient reserve of functions to implement a variety of new tactical and strategic opportunities for the taste of any player. How do you think? What is in the old X-Com (UFO: 1-2) and what attracts players to them to this day? And what of this "heirs" stubbornly refuse to implement to this day?
  12. I love the X-Division mod. This is the best version of the xenonauts. But first, I had to double the range of all weapons and redo this HR menu. personnelview.lua Made the list longer. Here's what happened before:
  13. I haven't played at xcom: 1-2 (New) and I'm not going to do it. If a squad of 6 soldiers needs to destroy hundreds of advanced enemies, then for me this is role-playing games, not tactics. Jagged Alliance 2 hesitated to play for a long time because of this. But then I found out that the squad size in Jagged Alliance 2 could be 18 (in the original) and 32 in the 1.13 modification. And this is the tactics of a platoon and the interaction of several separate tactical units.For me, Jagged Alliance 2 is the best tactic at the platoon level at the moment. The Xenonauts started playing only because in the settings it was possible to specify the size of the squad = 16 soldiers. 16 fighters can already be divided into 4-5 separate tactical groups. I played UFO Extraterrestrials but quit (I got bored). The tactics of one unit are less than the tactics of several units. If UFO Extraterrestrials were an RPG I would love to play. Xenonauts 2. I also have new ideas about the tactics of air battles and the idea of a slightly different organization of the xenonauts base (while maintaining the existing interface, existing buildings). Perhaps - when I watch the game, there will be ideas for strategy. But if the game is in the final stage of testing, then perhaps there really is no point in proposing new ideas and the topic can be closed.
  14. There was once a game like this: Ufo - The Two Sides v0.99 (1.0 2018) https://youtu.be/Zxbd77a7nSE Key feature is online play (multiplayer). One player plays as the Earthlings. The second player plays as the aliens. Both players: build bases; are at war in the sky; fighting on the ground. Having watched two broadcasts of the same battle (video from the point of view of aliens and video from the point of view of earthlings), you can get an idea of how the battles will actually take place with adequate alien AI. The man playing for the aliens is trying to disable all the equipment of the ship (UFO), blow himself up and the artifacts with the last grenade so that the player playing for X-COM does not get them. (If he foresees his defeat at the X-COM team). So my proposal is not so absurd. P.S. So for general thoughts: The classic balance of turn-based combat (range, visibility, terrain, starting position, etc.) Has a number of disadvantages, the main of which are 1. What should the player do during the opponent's turn? 2. Only a few soldiers survive the mission. Good - 50% of UFO capture attempts are unsuccessful.
  15. I have submitted an early access request. But so far, there is no need for new testers.
  16. Xenonauts are like a fire brigade - they fly out to "extinguish" downed UFOs and save alien property (artifacts) from destruction. And the farther from the Base is the "UFO crash site", the greater the probability (percentage of probability) that the UFO will "burn to the ground" (remain without artifacts). Depending on the speed of the transport aircraft (xenonauts), the radius in which the "fire brigade" manages to "extinguish damaged UFOs" should be greater. The positive aspects of this: 1. The number of tactical missions in the game naturally decreases. 2. The player develops several bases and tactical groups. Tactical ground battles are monotonous in their tasks: to take possession of UFO property. One of the tasks (quests) of the battle can be: to stop the "self-destruction system" of valuable artifacts in the UFO (engines, navigation system, etc.). For example: a player can train (in a research center) a soldier (new skill for a soldier). This soldier will "collect scientific material" during 1-2 ground missions. (for example: just go to the artifact and activate the trigger (script) (for example, the engine script). Starting from the third mission (for a certain type of UFO) - soldiers can reliably stop the "self-destruction systems" of UFOs. This will help when capturing a new type of UFO - create 2-3 missions with new tactical tasks.
  17. After the next wave of UFO attacks, several almost identical "tactical tasks" "lie" on the ground. Three or four identical missions in a row is boring. I propose to introduce a rule according to which the same mission cannot be performed twice in a row. (Even - not more often than once every three fights). 1. UFO waves should consist of different types of spaceships. So that after their crash, different combat missions appear. 2. If it so happens that there are many "crash sites" of the same UFO on Earth, then it is necessary to generate a random event that will make these three missions different from each other. For example: In one case, the player receives an additional squad (squad) of local self-defense forces under his command. In the second case, the player receives a tank (from the local self-defense forces). In the third case, the UFO was trying to deliver weapons (other supplies, resources) to its agents on the ground. Meeting such a UFO on a ground mission is like winning the lottery. Hit the jackpot. This is an additional excitement and incentive for ground combat.
  18. Increase in the staffing table (twice). Put the file in mods / X-Division / scripts. personnelview.lua personnelview.lua Here's what happened before:
  19. Soldiers replenish ammunition for this type of weapon - in the dining room.
  20. Scientific research is progressing too fast. 40 scientists make dozens of discoveries in one day. Editing the "researches.xml" file.
  21. Special thanks for the jungle biome. Unforgettable experience.
  22. I have an x-division, takes screenshots of the desktop (which is under the game screen), but not the game screen itself.
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