Jump to content

Komandos

Members
  • Posts

    673
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Komandos

  1. The Xenonauts game has a very small variety of tactical missions for different types of tactical tasks. Therefore, the game is monotonous. Therefore, there are few opportunities to specialize in special types of aliens and special types of missions.
  2. The aliens must subject the player's bases to no less intense raids than the player makes attacks on their planes. The low combat capability of the military base garrison and the inability to successfully repel alien attacks should lead the player to defeat more than the inability to develop more military bases for financial reasons.
  3. Then what prevents us from writing in the plot justification of the game information about why the soldiers now receive 100 conditional coins? Tell the player that later all the soldiers will receive additional compensation (reward) for everything. Or write in the story that a salary of 100 conventional coins per month is really a cosmically huge amount for any ordinary person.
  4. 1. Building Training Center will help improve the soldiers ' stats. 2. When the experience on the battlefield gets 10 soldiers, and the increase in the skills of each (on average) is +1. And when the losses in each battle are equal to one soldier, then on average the player loses not only 10% of the personnel, but also 10% of the experience gained earlier. This means that the skill level of your tactical team will always be (on average) +10. (For ten battles, the player will lose ten soldiers, and the average soldier will only be in 10 battles). If you increase the tactical group to 20 soldiers, then with the death of one soldier, you will only lose 5% of your personnel and 5% of your previous experience (on average), and the skill level of your soldiers in the tactical group ( on average) will be +20.
  5. A soldier returning from a mission should have some time (say, 8-16 hours) reduced combat performance. The subtleties of such a calculation (reducing these indicators individually for each) should not confuse the game.
  6. I say this precisely because I know. Because I was playing.
  7. Because of this, we are offered frankly unskilled soldiers with low characteristics?
  8. When Hitler attacked the USSR in 1941, the locals were not sitting at home waiting for the government to allocate money for them to resist the invaders. They went into the resistance themselves, relying on their own strength and capabilities. And this happens in any country where an external enemy steps on its territory.
  9. Bases should consist of two parts: the garrison and all the buildings necessary for it; some HUGE specialized structure that can only fit on one base (because of its size). The cost of soldiers should be such that it allows you to hire a large number of troops without much difficulty. When a conscript in wartime receives a summons to serve in the army, the monetary content is minimal.
  10. The advantage of machine guns is the high density of fire (the number of bullets per turn) and the power of the cartridge. This should be implemented in the game. Now the density of machine-gun fire is even less than that of some less rapid-fire guns.
  11. In your opinion, the survival of this soldier from destruction by aliens in the event of a military defeat of the planet Earth is not a sufficient incentive?
  12. I am against restrictions on secondary military bases. After the destruction of large military bases by aliens or after changing the region of alien activity, the player should be able to develop a more convenient and close to the goals of the base.
  13. If the Earth is attacked by aliens, then you will not go to defend it just because the economy of the planet will collapse, money will turn into paper and the government of the Earth will not be able to provide you with a good salary?
  14. The idea is not to create many teams. The idea is to create tactically specialized tactical groups and introduce into the game such a resource as the team's combat capability. Thanks to massive alien raids (dozens of battles throughout the day), they will be able to win a strategic victory over the player due to the wrong organization of the armed forces (by the player himself).
  15. I didn't have any problems. But I've seen people complain about the lack of a training mission and a text explaining all the basic mechanics of the game.
  16. I will continue to use only those landing transports that will allow me to fill myself with 16 soldiers. So I suggest you always create a transport so that the player can edit its capacity to 16 soldiers.
  17. A separate military base is, in fact, a separate Legion. A single crewed ship is a separate tactical group. To have many such groups, soldiers must be cheap. The tactical conditions and tactical objectives of the missions should be very diverse. Tactical equipment and weapons should have a wide range of qualities, and not the short set that is presented in Xenonauts without mods.
  18. Reasonable. In Jagged_Alliance_2 checked. No one complained.
  19. In the old games, the ship had its own equipment inventory, from which it was possible to adjust the equipment of the soldiers before the battle, depending on the type of missions. In Xenonauts, you can not take an additional box with ammunition, shells, grenades to the ship to complete the task, so as not to overload the inventory of the soldiers.
  20. A machine gun is most often a stationary position from which the enemy pours intense fire. Shooting while moving and changing positions is rather a forced measure. Therefore, yes-the mode of conducting machine gun fire for all 100% of the action points should be.
  21. When 6-9 bases are not fundamentally different from each other, this reduces their individual strategic importance. Therefore, one large military base does not differ in its functionality from many small ones. It's like in a role-playing game to recruit a group of heroes of the same class. As a result, all of them can be replaced by a single, but more cool and detailed hero. There must be at least three types of military bases.
  22. UFO2Extraterestials has a tactical group of 12 soldiers, which reduces the tactics of fire interaction to the level of a single squad. There will be one strike group. In missions that require the division of the squad in different directions (corridors of the alien base, urban intersections, slums), the priority will be to arm 1-2 lines. UFO_Extraterestials due to the small size of the tactical group (12 people) - it is boring to play. The loss of one fighter is almost 10% of the personnel and 10% of the combat experience gained during the previous mission. It is also impossible to divide a group into 3-4 different directions if it has a large variety of weapons: snipers, machine gunners, machine gunners, grenade launchers, etc. Especially if there were losses.
  23. It doesn't matter how many soldiers are in the screenshot. It is important that the player can mark them. Even if the label is displayed on the control panel( 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12; 13; 14; 15 ;16 The Xenonauts have 1). 16 soldiers for a platoon is a tactical minimum, but this number is not convenient when the soldiers are forced to break up into separate tactical groups on the battlefield (Left Flank, Right Flank, Center, Heavy Support, Reinforcement group). Games where the number of platoons can not reach the minimum (16 people) - I do not play. For me, the optimal platoon size is 20-24 soldiers. This number is useful when the mopping up of the alien bases. 4 soldiers control the space up the corridor. 4 soldiers control the space on the left along the corridor. 4 soldiers to the right along the corridor. 4 soldiers will control the corridor space from the rear. And 4 soldiers of the mobile reserve of reinforcements.
  24. The problem is that soldiers move in the same way as transport, and therefore tactically do not differ from transport. It is necessary to make sure that the soldiers can crawl. (Or at least the ability to lie down). Such a soldier will be qualitatively different in its tactical capabilities from the transport (1x1), the advantage of which is only in heavier weapons.
  25. It should have been done a long time ago. If you add a script that automatically replaces the platoon on combat duty (ship), namely: 8 hours of duty of platoon A. Then 8 hours of duty of platoon B. Then platoon C is on duty for 8 hours. Then the soldiers will rest from stress in automatic mode. If you create specialized missions in the game that require a fundamentally different set of tactical equipment; if you tell the player in advance (from the very beginning of the game) which alien race the UFO belongs to, then each platoon can specialize in different tactical tasks and different aliens.
×
×
  • Create New...