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Komandos

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Everything posted by Komandos

  1. There are 6 financial regions in the game that donate money to xenonauts to bring victory over the aliens closer. If the number of victories over aliens increases, then funding also increases. If the number of victories over aliens decreases, then funding also decreases. I suggest adding a Xenonauts organization leader to the game, who can be sent to any financial region and asked to increase donations there. The leader's stay in the financial region reduces panic there and increases the financing of this region. But if the aliens take over the region together with the Xenonauts leader (who will be there), then the player loses the whole game.
  2. A thousand scientists will not be able to solve the problem faster: "how much is 2 + 2 =?" compared to one scientist. A thousand electricians will not be able to replace one light bulb faster than one electrician. Each scientific (engineering) project should have an optimal number of researchers (engineers). If the number of researchers (engineers) is less than the optimal number, then the work slows down or stops altogether. If there are more researchers and engineers than the optimal number, then most employees simply do nothing at their workplace. That's fair enough. Without this, it is impossible to regulate the permissible speed of projects in the game. With an infinitely large number of scientists and engineers, the player can explore everything in one day. And also less than one day to produce everything necessary for victory. Setting the optimal number of employees for scientific and engineering projects is a better solution than limiting the player to finances, places for housing and places in scientific laboratories and factories.
  3. Scientific research in the game is NOT balanced by scientific research of aliens (aliens simply do not have scientific research). If the aliens could also gather scientists and investigate a new type of UFO in one day, and then gather engineers and build a new type of UFO in one day, then the player would consider this a very strong imbalance of the game. Also, the imbalance of the game is the fact that aliens may not appear for several weeks, and during this time the player can survive several technological eras without applying the scientific achievements of this technological era in practice. (For example: explore Gauss weapons, then explore laser weapons, then explore plasma weapons. When, finally, there is a tactical battle, then, of course, there is no longer a need for the use of Gauss weapons, there is no need for laser weapons, because plasma weapons are more effective.). The speed of scientific research, in the game, exceeds the speed at which there is a practical need for new technologies.
  4. During the Napoleonic Wars, the soldiers' uniforms had a huge variety of colors, so that soldiers and commanders could easily determine where and which tactical group was located and could easily find the right one (their own at least). Even soldiers with separate tactical roles had their own separate uniforms. And all this existed specifically so that the commander of the troops (sitting on the hill) he could easily see through the telescope where and which tactical group is located and what exactly it is doing on the battlefield The color uniform was an important element of identifying units and managing them on the battlefield.
  5. These tapes are used when both warring armies use the same uniform, the same weapons and the same speech on the battlefield. The only way to distinguish which opposing camp they belong to is with colored bandages on their clothes. Really, what is missing: This is colored armor for marking individual soldiers and tactical groups on the battlefield.
  6. Wouldn't it have been easier: to increase the viewing range (visibility) by 150-200%, as a result of which the battle would have started from long distances and the probability of being hit from a weapon would have been significantly less.
  7. Does this mean that the machine gun is no longer a fire support weapon for the advancing soldiers? And if the machine gunner ran forward 1 tile and saw the enemy ahead of him at a distance of 25 tiles (range of vision), then it is faster for him to run ten more tiles and hit the enemy with a grenade than with a burst from a machine gun? And if an advancing soldier (who has taken a step forward one tile) finds an alien ahead (at a distance of 25 tiles from himself), then a nearby machine gunner can no longer effectively suppress this alien by firing a machine gun?
  8. To do this, it is necessary to see all the foci of contamination.
  9. Balance is a dynamic process. And the balance in the game can be present only when the opponent reacts adequately to the player's actions. Making ballistic weapons and laser weapons the same in the game in terms of strength is not a balance. Balance is when: if a player has a laser weapon (a laser weapon appears), then the enemy invents a weapon that can compete with laser weapons, or changes tactics, armor, depriving the player's soldiers of all the advantages of laser weapons.
  10. Maxim machine gun and modern machine guns are the same balistic technology. (the same technological era). If we take the previous technological era, then crossbows cannot compare in rate of fire with modern machine guns. This did not prevent the horses from yielding to the tanks: in strength, in speed, in firepower and cross-country terrain. Scientists and engineers of the past had no reason to make tanks equal in terms of tactical and technical characteristics - horse parameters (and even worse in some parameters), scientists and engineers of the past had no reason to make Maxim machine guns equal in terms of tactical and technical characteristics to crossbows. And scientists and engineers of the future will have no reason to make laser weapons bad compared to ballistic ones.
  11. An armored car and a motorcycle are cars of the same technological era. Just like a laser pistol, a laser rifle, a laser machine gun, a laser cannon is a weapon built using the same technology, the same technological era. I agree that a motorcycle is in some cases better than an armored car. (Just like a laser gun is in some cases better than a laser gun). However, ballistic weapons and laser weapons are weapons of different technological eras. Just like ballistic weapons and crossbows, these are weapons of different technological eras. Or: cars and chariots (horse-drawn carts) are vehicles of different technological eras. The troops don't use crossbows or war chariots (horse-drawn carts) now? Similarly, laser weapons should be better than ballistic weapons, as ballistic weapons are better than crossbows and catapults; as motorcycles and armored cars are better than war chariots (horse-drawn carts).
  12. One of the problems of previous versions of the X2 game was the lack of opportunities for the player to purposefully reduce panic in a certain region. Now that the bases will be cheaper and the planes will be more expensive, the player will be able to redirect his planes to the desired region where the aliens are too active. If it is necessary to make it so that the player cannot quickly create a huge army of planes (which surpasses all the forces of UFOs), then it is easier to increase the cost of planes than to invent other possibilities (for example, to limit the player's ability to build new bases on which the player can place Aircraft).
  13. Then what is the strategic point of spending huge amounts of money on: building factories and laboratories; hiring scientists and engineers; paying salaries to scientists and engineers; providing factories and laboratories with energy if ballistic weapons are superior to laser weapons in a number of important parameters?Then why would a player waste time studying laser weapons? What is the meaning of such a "weapon balance"?
  14. The problem is not in the graphical execution. The problem is that the underwater world is not only an unnatural (and even hostile) habitat for humans, but also that the underwater world is not filled with any associations and feelings that a person feels for the underwater world. (It's like a book in a foreign language). A book that a person sees, reads, but does not understand). Just compare your impressions with the house where you spent your entire childhood and with any other house you have visited. The childhood home will always be beautiful, no matter what slums this house is located in. The planet's land is a man's home, but the underwater world is not. The underwater world is a hostile habitat for humans. Therefore, the underwater world is always perceived as empty and lifeless, and urban developments are the most beautiful locations for the player's eyes.
  15. In UFO: 1-2, the player could choose two development strategies: 1. Focus your research on UFO equipment, which led to the appearance of a roomy Avenger ship (26 soldiers) and thus gain a numerical advantage over the enemy (on the battlefield), but have poor weapons and poor armor for soldiers. 2. Either: The player could focus his research on arming soldiers and thus get good weapons and good armor, but there would be few soldiers on the battlefield (14 soldiers). Unfortunately, in Xenonauts, the player cannot choose the strategy and tactics of ground combat that he likes the most. Neither by choosing one or another industry for research. Not with the help of special options in the difficulty settings of the game. The player could play the game twice and see completely different tactical battles each time.
  16. Is it similar to those games in which a player kills an opponent with a knife, gets "experience" for it and with the help of this experience improves the skills of a "hacker programmer", "fighter pilot", "diplomat" (other skills that have nothing to do with stabbing)???
  17. This means that you haven't played OpenXcom with its many modifications. The tasks of the missions there are very diverse.
  18. I propose a variant of the combat mission - "on the contrary". A tactical alien landing party arrives on a mission and tries to get out of a UFO, disperse around the location and complete a certain tactical task. The player's soldiers are dispersed in advance around the location and are trying to prevent the landing of the tactical alien mission. In case of defeat on the battlefield - aliens from UFOs are evacuated.
  19. I believe that one of the goals of hand-to-hand combat should be to block the enemy's weapons or completely disarm the enemy. Also, none of the participants in hand-to-hand combat can withdraw from hand-to-hand combat until one of the participants in hand-to-hand combat is destroyed or stunned. I would suggest an option in which hand-to-hand combat is fully automated (the actions of both opponents are controlled by artificial intelligence). Only one can come out of hand-to-hand combat capable.
  20. A balistic weapon is essentially a catapult that throws knives at the enemy with much greater force and much greater distance than a person is able to do it with his hands. I see the point of hand-to-hand combat only in preventing the enemy from firing a plasma cannon at the player's soldiers. Hand-to-hand combat should have a "suppression" effect so that the enemy loses the ability to use any other weapon except melee.
  21. 1. The presence of psionics: devalues any tactically advantageous position. No matter how profitably (successfully) the player would place his troops. Regardless of how profitable (successful) the aliens would take tactical positions inside the UFO, inside the building, behind the shelter - the presence of psionics from the enemy - makes these shelters; positions; lines of defense - meaningless. 2. If the player's soldiers have psionics, then the aliens should have much better psionics. After all, the aliens thought (worked) on this technology not day-week-month (like the player's scientists), but for centuries. And this means that in every battle where the player's psionicist takes one alien under full control, there should be two cases where the aliens completely control the player's soldiers. And if a player's team of 9 psion soldiers encounters a large UFO with 18 alien psions (or even a Small UFO with 9 alien psions), then the aliens must have much less psionic abilities than humans in order for the player to have a chance to cope with this, and not destroy most of his team at the same time. As a result, it turns out that psionic abilities are primarily the advantage of humans over aliens, and not the advantage of aliens over humans.
  22. Then the use of alien weapons should also be allowed. The technology of using alien weapons is simpler than the technology of using psionics. P.S. From the experience of playing UFO:1-2-3, psionics breaks the battle tactics too much and makes the aliens defenseless even against 1-2 player soldiers.
  23. m=E/c^2 The energy of a sniper cartridge 7.62 = 3500 Even if a laser weapon is twice as powerful as a sniper rifle. m=7000/300 000 000^2 The soldier will not feel this recoil.
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