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Everything posted by Komandos
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Suggestion - Squad review before ground mission
Komandos replied to Grimmtoof's topic in Xenonauts-2 General Discussion
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. -
Struggling to find a use for the light machine gun?
Komandos replied to odizzido's topic in Xenonauts-2 General Discussion
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. -
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.
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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.
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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.
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limitation of M.A.R.S. and A.R.E.S.
Komandos replied to squeezechart's topic in Xenonauts-2 General Discussion
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. -
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.
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Gameplay Feedback - Stress & Soldier Panic System
Komandos replied to Chris's topic in Xenonauts-2 General Discussion
In The game "Warhammer 40 000. Gates of Chaos " at the base, there was a regular breakdown of soldiers into detachments (5 people each). The personnel of the combat squads could be changed and re-equipped by the player himself. Before being sent on a combat mission, the player forms a platoon (tactical group), choosing (marking) 3-4-5 different units. They were independently (automatically) placed on a warship. What prevents Xenonauts from creating a full-fledged structure of military units? -
limitation of M.A.R.S. and A.R.E.S.
Komandos replied to squeezechart's topic in Xenonauts-2 General Discussion
All vehicles must contain a pilot (s). Then it will be the same soldier, only "better armored". But if the tank occupies 3x3, then the firepower of 9 soldiers instead of 1 tank should be higher. -
If you add an afterburner to the soldiers (a short dash at maximum speed), then after the dash it makes sense to add the necessary respite.
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Gameplay Feedback - Stress & Soldier Panic System
Komandos replied to Chris's topic in Xenonauts-2 General Discussion
This was implemented in X-COM:3 "Apocalypse_". The player can drag an entire folder from one transport to another with a single mouse movement, just as you drag a file folder (in File Explorer) from one directory to another. It remains to add a "virtual ship" in which the entire team would sit. And add a scenario - at what time of day, which team is resting, and which one leaves for the task. -
Different armor colors are necessary to differentiate the personnel into different tactical groups with different tactical tasks. Soldiers with the same weapons and the same armor can have different levels of skill development, and this implies their different usefulness for different tactical tasks.Different armor colors are necessary to differentiate the personnel into different tactical groups with different tactical tasks. Soldiers with the same weapons and the same armor can have different levels of skill development, and this implies their different usefulness for different tactical tasks.
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Struggling to find a use for the light machine gun?
Komandos replied to odizzido's topic in Xenonauts-2 General Discussion
Why the failure? The bad thing is that you can fire more bullets from a pistol with a few clicks on the trigger than you can do in a single burst from a machine gun. The machine gun must fire more bullets per turn than all other weapons. -
If 16 people fly out on a mission, then the specialization of one soldier on a grenade launcher will be useful. The grenade launcher is a support weapon from the second line of attack. However, if 8 people fly out on a mission, then the grenade launcher becomes irrelevant. 8 people is too small even to create the first line to control the front for the entire width of the map. With a team of 8 people, the priority is the weapon of the first line of attack.
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I prefer to start the game with a large number of bases that can cover the entire planet with radar from the very beginning. However, I prefer to make the construction of factories and laboratories more expensive.I prefer to start the game with a large number of bases that can cover the entire planet with radar from the very beginning. However, I prefer to make the construction of factories and laboratories more expensive. Also, the factories and labs must be so large that you can't build more than one per base. Bases (depending on the main building) should have the following specializations: polygon =military base; research center = scientific base; factory = production base; control center = main (officer) base; recruiting center = training base.
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Struggling to find a use for the light machine gun?
Komandos replied to odizzido's topic in Xenonauts-2 General Discussion
I increase the length of the queue from a light machine gun to 9-12 rounds. -
Вы также можете раскрасить броню, чтобы выделить отдельных солдат и отряды.
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Gameplay Feedback - Stress & Soldier Panic System
Komandos replied to Chris's topic in Xenonauts-2 General Discussion
Instead of stress, it is better to introduce combat duty. The first platoon is automatically on duty (on a warship) in the morning. Second platoon in the second half of the day. The third-at night. The fourth platoon is a backup and automatically replaces the platoon that returned from the mission. A warship should be filled with an entire platoon at once, not individual soldiers.