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Komandos

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Everything posted by Komandos

  1. The base should have two levels: ground and underground. Hangars, radar stations and air defense facilities are being built at ground level. Everything else is underground.
  2. On the contrary, I don't like the small capacity of the amphibious transport at the very beginning of the game. In the editor, I make the maximum capacity (16). The number of aliens is also increasing.
  3. This will reduce the need for constant re-equipment of the amphibious transport. Not everyone likes to constantly mess around with the replacement of personnel on transport and the distribution of this personnel to combat locations.
  4. Each platoon is assigned to its own landing module, just as a combat squad in a real army is assigned to its own infantry fighting vehicle.
  5. People who create tactical turn-based games often have very little experience in these games. Developers are often guided by speculative ideas drawn from trendy concepts, and rarely from diverse gaming experiences. Why do the fan-made X-Pirates; Area-51 based on OpenXcom outperform all the new XCOMs?
  6. I play Xenonauts 1. I reached the appearance of medium UFO aliens with androids. I already have 40 combat missions. Every three game days, their number increases by 3-4. In a month, their number will be 70-80. Ten months later, 340-440.
  7. 1. No one wants to go through a couple hundred small missions that last half an hour, which can be replaced by a couple dozen large missions that last one hour. 2. Those who love the classics want the classic version of the maximum platoon size.
  8. Individual units are easily marked with colored armor. Red assault group. Blue assault group. Green assault group. Yellow assault group. Black heavy fire support group from the second line of battle formations.
  9. It's boring when instead of destroying 40 aliens on a single mission with 20 soldiers, I have to fly out on three missions in a row for my 8 soldiers to destroy 40 aliens. And if I lose one soldier with a team of 20 people, I will only lose 5% of my experience. And with a team of 8 people, the loss of one fighter means the loss of 12.5% of experience. It's easier to train a large team. If the developers create an "exact copy" of the first UFO:1-2, then why do they not want to copy the maximum tactical number of soldiers in battle?
  10. I edited the file and gave the machine guns a burst of 12 bullets. Now my battle group consists of: 6-shields with a pistol and a submachine gun; 3 snipers; 2-grenade launchers; 4 machine gunners; 1 scout with a submachine gun. This tactical group is effective against any alien groups of 20-40 units.
  11. When your squad consists of 20 soldiers, the number of enemy soldiers will be 40 units, respectively. And 5 soldiers will not be enough to control the map space and have enough firepower, against the firepower of 40 aliens. It's enough for me if the game supports 20 soldiers, and the transport can accommodate them. (For creating mods). The necessary parameters: the number of aliens, the capacity of transport, I will edit in the files myself.
  12. When you are storming someone else's military base or defending your own, the enemy can exit through the corridors from either side. I have assault teams divided into fours: 1 sniper. 1 machine gunner. 2 submachine gunners. There is also a heavy support group, which includes 4 grenade throwers. Perfect tactical balance: three assault groups. Second-line support group. Backup group (4 people) (this is the UFO penetration group). Ideally up to 20 people.
  13. With a machine gun, it's easy to kill your own soldiers walking in front. So the sniper rifle as a second-line weapon will remain. Rifles as weapons of mobile attacking units-also remain. Shotguns as weapons of mobile stormtroopers for close combat also remain.
  14. At least 20 people. The battle at the crossroads involves a division into 5 groups: 4 to the north. 4 to the south. 4 to the west. 4 to the east. 4 mobile reserve group, to provide assistance in a difficult direction. ( Also replacement of the killed, wounded).
  15. What's wrong with making sense to me? I only ask the developers to reserve for me the opportunity to take on a task of 20-24 people.
  16. Previously, the resources of the computer did not allow you to support and process a smaller number of fighters, but now they can master it?
  17. The ability to take a prone position for soldiers will be added if not?
  18. The first UFOs: 1-2 (Enemy _Unknown / Terror_from_the_and_Deep) came out with item 2. In them, the number of soldiers in a platoon reached 26 people. And these games have not sunk into oblivion, and they are still an example to follow. X-COM: 3_Apocalypse also had a platoon of 36 men. And this game is considered better than those where you can take no more than 2-4-6-8-12-16 soldiers on a mission.
  19. If you keep 2-3 ships on military bases, then you will not need to change the team. It will be enough to send another transport with a different team to the task. I miss the 7x7 military bases with lots of hangars.
  20. Set the length of the queue for the machine gun to 12 bullets and you will understand that this is a fun and necessary weapon.
  21. Naturally, it is much more fun and economical to destroy 40 aliens in one mission with the help of 20 soldiers. Less fun and more time-consuming is the destruction of 40 aliens on two missions with the help of 10 soldiers.
  22. With 20 soldiers, it is easier to defeat 60 opponents than with 2 soldiers to defeat 6 aliens. Tactical missions with 20 soldiers will be much easier and more diverse in terms of the number of types of situations that occur than tactical missions with 6-8 soldiers. The loss of 1 out of 20 soldiers is the loss of only 5% of the accumulated experience. While the loss of 1 in 6 soldiers is the loss of 17% of the personnel and 17% of the experience gained. A squad of 20 soldiers is easier to train than a squad of 6 soldiers if the missions are so difficult that they constantly kill someone. With a group of 6 people, the game can't be so difficult that the player can lose several soldiers.
  23. Do you think this made UFO_AFTER and XCOM more popular than the original UFO: 1-2 ??? In UFO: 1-2, the maximum maximum of soldiers on a mission was 26 people. Everyone was happy: both fans of large armies and fans of small detachments. By adjusting the game to your individual views (6-8 soldiers), you lose some of your customers.
  24. The level of strategy and could not be difficult. UFOs appear in the sky, circling for a long time with an unknown purpose, waiting for them to be shot down. There is nothing difficult for the player to aim at a UFO fighter. I prefer to compare Planetary Defense to playing Tetris. In the game Tetris, too, some "UFOs" fall from the sky to the ground, and the player must create an "infrastructure" that will absorb their "blows". In order for the game to become a strategy, it is necessary that the UFO strikes are fast and accurate, and the player is tasked with predicting (or directing) the locations of these strikes as accurately as possible. UFO strikes should always be aimed at inflicting maximum damage to the player. If the player correctly predicts and directs/deflects these strikes, then the player can stay in the game for a very long time. Also, in addition to the fighters, I would create an autonomous orbital defense. The player puts a network of space satellites into orbit, choosing their speeds and orbits so that the UFO opens as few "protective windows" as possible. Communication with a space satellite can only be established when it flies over the radar of a military base. Satellites help predict the locations of suspected UFO strikes in advance. And the player in advance in this place pulls together the ground defense forces. What contributes to the location of the bases. Planetary defense is like a game of Tetris.
  25. There is an Nr 3 method. Shoot and bomb the space in front of you, covered with the fog of war, and only then move forward. The closed area is conveniently suppressed by machine gun fire.
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