-
Posts
705 -
Joined
-
Last visited
-
Days Won
15
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Komandos
-
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
Through ground missions (ground attack on the Xenonauts' military base), aliens can react to the player's super profits: - cause material damage to military bases, forcing the player to spend money on maintaining the garrison; arming the garrison; providing armor, living quarters, vehicles, (other) which will help the aliens slow down the player's too rapid development in the game, control the necessary balance of forces. The player will (most likely) send the created garrisons on a mission if a UFO falls near the base. Which will also create a natural rotation of units on the battlefield. -
I am always confused by the too high cost of soldiers in games. If tomorrow aliens attack the planet and begin to exterminate all of humanity, will none of the people stand up to protect the Earth if the government cannot pay huge fees to "volunteers"? A mission to clean up a crashed UFO is always successful by default. (Bombing of the crash site). The meaning of the ground mission is only to capture artifacts and live aliens. There are no other reasons. The player cannot send more than 16 soldiers on a mission. Then what difference does it make how many soldiers there will be in the regiment at the base? Even if there are a thousand people at the military base, only 16 of them will go on a mission. The number of garrisons does not affect the balance of the game in any way. Then why not let the player have more soldiers?
-
In the game "Xenonauts 2" there is a bombing of downed UFOs. Therefore, by default, the player wins all ground battles. The battle is fought only for unique artifacts, for the number of artifacts and for the amount of a cash bonus after the sale of artifacts. The costs of maintaining an additional number of soldiers, their equipment and transport for them exceed the monetary profit from artifacts captured with their help at the UFO crash site. Therefore, the additional number of soldiers at the beginning of the game does not facilitate the strategy in any way.
-
In the game "UFO 1-2" UFOs always landed on the ground, and therefore from the very beginning of the game there were enough 2 pieces of hangars. 2 *(2x2) = 8 tiles - places on a military base. In the game "Xenonauts 1", a sufficient number of hangars was equal to the number 5. 3 hangars are a link of fighters. 1 helicopter hangar. 1 hangar for construction and as a reserve. 5*(1x2) = 10 tiles - places on a military base. In the game "Xenonauts 2", the minimum number of hangars is equal to the number 3. With the previous composition of the air force. 1 hangar is a link of fighters. 1 helicopter hangar. 1 hangar for construction and as a reserve. 3*(2x2) = 12 tiles - places on a military base. At the same time, the number of X-COM military bases decreased by 1/3. (There were 9. It became 6). Total: The total resource of the area under construction decreased by 1/3. The "stress" parameter has been added to the game "Xenonauts 2", which causes the need for personnel rotation during combat sorties. Many players (in order to save time) build an additional hangar, put an additional helicopter in it - in order to: alternately send different tactical groups on combat missions, without filling the transport manually each time. As a result: a convenient number of hangars for the player (in the game "Xenonauts 2") is at least 4. 1 hangar is a link of fighters. 2 helicopter hangar. 1 hangar for construction and as a reserve. 4*(2x2) = 16 tiles - places on a military base. Of the 36 tiles left for construction, 20.
-
I believe that when starting a new game, players should be given more initial (improved) soldiers so that the loss of one or two is less painful. In addition, the cost of maintaining soldiers should be reduced so that the player can maintain more soldiers and amphibious transports at military bases for frequent rotation.
-
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
Hi! This screenshot is taken from your YouTube video stream. When I played Xenonauts 1, I was forced to concentrate soldiers in one place in the same way. The problem was that the soldiers in "Xenonauts 1" (with a dense formation) killed themselves more often than they died from an alien attack. -
Mission Variety and UFO Progression
Komandos replied to Birdman's topic in Xenonauts-2 General Discussion
Missions in Xenonauts are really monotonous. I was constantly forced to come up with additional conditions (rules, restrictions) for myself in order to diversify UFO capture missions. -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
If the key soldiers (sniper, grenade launcher) are on the third line of defense (offensive), then the chances of losing them are small. In the first line there are soldiers with a shield, whose task is only to open targets. They don't even need to shoot: he looked out, showed the enemy to other soldiers, hid. You don't have to be good soldiers to do that. In the second line there are machine gunners and stormtroopers. They need armor more than others. The status (health) indicator of the armored suit is really necessary -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
Yes. The game does not take into account the consumption of ammunition for small arms. And I think that the game will not take into account the consumption of armor plates in the armor of a soldier. (Armor repair). -
The strategy of the game. Concept.
Komandos replied to Komandos's topic in Xenonauts-2 General Discussion
Let's say there is a territory (planet Earth) divided into regions. UFO squadrons descend from space to Earth, where the activity of each UFO increases discontent in the region over which the UFO is carrying out its mission. When the height of UFO activity reaches a maximum, the region goes out of control of earthlings. To prevent UFOs from carrying out their mission over the region, X-COM fighters block UFOs with an attack. However, the war for the region (the UFO crash in the region) reduces funding (income) from this region. (As a result of economic damage from the fighting). Thus: the more X-COM military bases are built and the more fighting around military bases, the less revenue from the territory. This explains the limitations on the number of "X-COM" military bases in the game. Regions over which there is no alien activity and no fighting (UFO crashes) do not suffer economically and give more income (money). Every month (once a month), each region reduces the negative impact of UFOs on its territory by a certain amount (depending on the properties of the region). This is the state aid of the region, which is able to compensate for some of the mistakes of X-COM. Also: if all regions (countries) without exception have "UFO activity" on their territory, then this amount of "activity" disappears, as in the game Tetris. The player receives a bonus. For example, the patriotism of the inhabitants of the planet earth is growing. If the activity of UFOs in at least one region is zero, then cash receipts in this region increase, but there is no decrease in the schedule of discontent of earthlings (UFO activity) in the regions. (As in the case described above). The frequency of alien UFO attacks and the number of alien UFOs is increasing every month. The player can deploy temporary (mobile) bases in cities of any country to shoot peaks of UFO activity. The total number of temporary and permanent databases is limited. (For example, a total of 9 pieces together). Construction cannot be carried out on a temporary basis. Storage capacity is limited by freight transport. -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
If the player's soldiers survive too well in the first armor, then what's the point of creating a second one? (Better armor than the previous one.) -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
This also applies to the desirable behavior (AI) of aliens. Why should I train and select the best soldiers (take care of them in battle) if any hired recruit can easily cope with the aliens? For example, thanks to the armor. -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
If a shot hits directly in the face, a soldier, even in good armor, can die from a pistol bullet. In such games, it makes sense to think not about the safety of individual soldiers, but about the safety of the entire tactical unit. The sniper can sit far behind the stormtroopers. He probably won't need an armored suit at all. And it will be the most advanced soldier in the game. A stormtrooper soldier is often attacked by aliens. And you won't be able to avoid it. And you will lose stormtrooper soldiers all the time. To have an advanced stormtrooper soldier at the end of the game - you will need: - Or great luck. - Or impenetrable armor suits. - Or weak aliens. - Or a "training center" that constantly improves recruits. -
Layout of basic battle harness
Komandos replied to Ruggerman's topic in Xenonauts-2 General Discussion
-
Layout of basic battle harness
Komandos replied to Ruggerman's topic in Xenonauts-2 General Discussion
At one time, I made a modification of the soldier's personal inventory for the game UFO 1-2 (open Xcom). (that was before) : Pockets allowed the equipment to be divided into separate groups by category. Which was convenient for the game. However, in the game "Xenonauts" in the tactical control panel there are separate buttons for grenades, first aid kits, ammunition. Which is convenient. However, the inventory pockets themselves are not so convenient (visually) to fill with equipment sorted by category. If you are interested in my opinion, then I am in favor of adding a few more strips of pockets to the personal inventory of the soldier "Xenonauts 2". (Backpack 4x5; Bib 1x5; belt 1x5; the rest 1x5). At the bottom there is a place under the belt and backpack. -
After playing a bit of Xenonauts, I also found the fights boring. The soldiers are walking in dense crowds, but they still don't have enough firepower to keep the enemy at a safe distance. Then I increased the visual distance from 25 to 35. The base range of the weapon has also been increased by the same amount. The number of aliens has doubled. The number of my soldiers in the amphibious transport was set to the maximum (16 soldiers). The fighting has become dynamic. Almost at every step I had fire or visual contact with the enemy. 16 soldiers and an increased viewing range (shooting) allowed me to occupy the front for the entire width of the map. Up to 40 aliens could be encountered in one battle. (For complete happiness, I tried to increase the crew to 18-20 people, but nothing came of it). As a result: Thanks to the ability to edit resources, I think the game turned out to be quite successful.
-
In the game "Jagged Alliance 2" professional mercenaries fight against less professional soldiers, but more numerous. In UFOs 1-2; Xenonauts - the opposite is true. Less experienced, but numerous detachments of people are fighting with stronger, but smaller detachments of aliens. The role element is smaller here.
-
In UFO 1-2 it was like this. The aliens were higher in quality (at the beginning of the game). The people were strong in numbers. Especially when the ship "Avenger" with a capacity of 26 soldiers appeared. The victory in the mission compensated for all the losses. And the large number of soldiers participating in the mission made the loss of a few soldiers insignificant. In the middle of the game (when the quality level of human soldiers approached the aliens) this made the fight in UFO 1 a bit boring. Which was fixed in UFO 2 by increasing the number of aliens and completing missions from the "two series". In Xenonauts, I would increase the number of human soldiers to 16 (at the beginning of the game) and to 20 at the end of the game. (Which will allow you to lose less combat experience when one sollat is killed, and train more soldiers in combat). Also: I would double the characteristics of the aliens. I would add a "Learning Center" to the game. The "Training Center" will allow you to suffer fewer losses from the death of experienced soldiers in battle.
-
In the game "Jagged Alliance 2", the combat position of a lying soldier has proven itself very well if there was a need to hide out of the blue. In the "Xenonauts" all kinds of objects are scattered everywhere for the opportunity to hide. Tactical shields have also been added to the game (to be able to hide out of the blue). UFO 1-2, of course, did just fine without it. But for tactics, the possibility of tactical adaptation of soldiers to the terrain gives more solutions for the same task.
-
Gameplay Feedback - Stress & Soldier Panic System
Komandos replied to Chris's topic in Xenonauts-2 General Discussion
In which case does the player change the team without waiting for instructions received from the game? This always happens when there are several squads on the base, and each squad is focused on completing its mission. Since in the game: the task of all missions is the same (capturing UFOs), and the tactics of fighting different aliens are very little different, the rotation of soldiers in the game turns out to be forced. -
Layout of basic battle harness
Komandos replied to Ruggerman's topic in Xenonauts-2 General Discussion
In any case, what a soldier will take with him into battle depends on his carrying capacity, and not on the number of special pockets. When the inventory pockets are fully occupied, and the soldiers will still have the carrying capacity (the ability to carry more weight) - only then should you think about additional places in a more advanced suit. -
Alien lethality possibly too high?
Komandos replied to Jet Jaguar's topic in Xenonauts-2 General Discussion
If the penetrating power of the weapon is such that it depends on the distance to the target, then a soldier without armor (if hit in the head or body) will always die at any distance. While a soldier in armor has a chance to survive at a certain distance. And the better the armor, the closer the soldier can safely get to the aliens. -
Cleaners have Night Vision (V22)
Komandos replied to captainwolfer's topic in Xenonauts-2 General Discussion
For the aliens, you can make a weapon with a motion detector. Which shoots at a target out of sight at lightning speed if the target hits the scope. For example, when the alien turns. Or at the expense of AP, which an alien can spend on "scanning the terrain with a detector." This will increase the difficulty of the game. And this will be an interesting feature of Xenonauts 2. The accuracy of such aiming may not be great, but it will explain "shooting out of the dark." Also, for xenonauts, you can come up with the function "throw (stick out) tactical shield from around the corner" to provoke the alien to react (shooting) and protect the operative.