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Komandos

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Everything posted by Komandos

  1. If the player's soldiers get a speed bonus during a panic and run back to their Aircraft to start the engine and abort the mission, then everything will look natural. (Then the mechanics of panic won't raise many questions).
  2. Currently, there are no tactical battles in the X2 game in which the player loses a battle to aliens. The only way for the aliens to make the player lose the fight is to kill all the player's soldiers. If the aliens have the ability to make the player's soldiers panic, then the aliens can make the player's soldiers run back to their combat transport and interrupt the combat mission, (as an option: the Aircraft pilot panics, starts the engine and flies away after 5 Turns (mission failure). This method is more acceptable to the player in the game than losing the entire tactical group of soldiers.
  3. You have already been told: the tactical sign "Z" on tanks is used by many armies of the world. At the moment, the tactical "Z" sign on the back of the tank is used by Israel. You can see it in the photos from Gaza.
  4. There is a simpler solution to this problem. Take more soldiers on a combat mission than is minimally necessary. For example: Currently, the player takes 10 soldiers with him on a mission, two of whom die (20%), and indeed: - then one soldier is enough on average for 5 combat missions. Solution The player takes two tactical groups of 10 soldiers on a combat mission. (20 soldiers together). The first tactical group (10 soldiers) participates in the assault (20% die). The second tactical group (10 soldiers) follows behind: heals the wounded, collects trophies, transports an additional supply of ammunition (losses 0%). The soldiers of this (second) group accumulate experience for the final battle or for battles of very high complexity). P.S. The Roman legions consisted of three types of troops: 1. Novices (Hastati), 2. Experienced (Principles) 3. Veterans (Triaries). If the opponent was weak, then only beginners (group 1) entered the battle. If the opponent turned out to be strong (the beginners themselves could not cope), then experienced (group 2) joined the battle. A total of 1 + 2 groups fought against the enemy. If groups 1 and 2 could not cope with the enemy, then veterans (group 3) joined the battle. (1+2+3 groups fought together). Total: veterans participated only in the most difficult (final, general) battles.
  5. The fact that the visibility range in X2 has increased - I consider this a great achievement for the game and a positive side of the game. Now soldiers do not need to walk in dense crowds (Macedonian phalanxes) to support each other with firepower. Now the player spends less time exploring the entire location (now the game requires the player to spend less time exploring the entire location). To complicate the game: - the viewing range of the aliens should be greater than that of the player's soldiers.
  6. Israeli tank destroys Gaza today The letter "Z" is just one of the tactical symbols that are applied to armored vehicles by different countries. You use the letter "Z" yourself and do not demand to be banned for it. Do you want to ban the entire Latin alphabet?
  7. In the name of "realism" and "balance", a laser weapon can be an exact replica of a ballistic weapon with a ballistic trajectory. But there is no tactical diversity in this. And there are no unique properties of laser weapons in this.
  8. The Israeli military says that this is the letter "Z" (read the article "tactical symbols on Israeli tanks"). We have no reason not to trust the Israeli army.
  9. Laser weapons must have the modes "target ignition", "target blinding", "100% accuracy". Or combine these modes together.
  10. Why did you decide to ban tanks with the Latin letter "Z" right now, when the whole world is looking at Israel and sees Israeli tanks with the symbol "Z"?
  11. People who are interested in controlling only one unit - they play games of the "action" genre. People who are interested in managing hundreds of units - they play games of the "strategy" genre. Each game genre has its own fans. If you turn a franchise (popular in one genre) into a completely different genre, only to lose fans of the old genre and try to win the interest of fans of another genre, then this is a very risky and not reliable solution. X-COM:1-2-3 games have gained a lot of fans in the niche of the game market "tactics at the platoon level". In order not to lose fans of games in the niche "tactics at the platoon level", (games where it is necessary to control the number of units the size of one platoon) - these games should remain "tactics at the platoon level". Of course, you can "optimize" the number of controlled units to one or two, (similar to games of another genre) but it will be a game in a completely different genre. P.S. If you tell a fan of games in the genre of "strategy" that it is necessary to reduce the number of units in games of the genre of "strategy" to 5-6 units (since it is very difficult for some people to manage units in the amount of 500-600), then these people will tell you that you made a mistake in choosing the genre of the game.
  12. If we take the "optimal number" (5-6) for the "epic coefficient", then the final battle should participate 6*5(6)=30(36) a soldier. Where 5(6) is the epic coefficient of the battle.
  13. "If you lose, don't lose the lesson." It would be more correct to accrue experience not for successful actions, but for erroneous ones. A soldier who never misses will no longer be able to gain experience and grow in accuracy. Only those soldiers who often miss will gain experience and grow in accuracy.
  14. I totally agree with that. The main goal of tactical missions (tactical tasks) should be: the extraction of alien artifacts (alien technologies). If it was possible to get new alien artifacts, then the mission (tasks) are considered successful regardless of how many soldiers were lost, and regardless of whether it was possible to destroy all the aliens or not. The aliens must be superior to the player in quality and complete victory over the aliens (in the early stages of the game) can only be achieved by having numerical superiority. At the moment: aliens in battle do not look like a serious force (threat). The player's 9 soldiers are able to cope with superior alien forces even at the earliest stages of the game.
  15. If you constantly hit a target that stands at a distance of one meter from you, then you will NEVER learn how to shoot accurately at a greater distance. A well-aimed shot does not give experience. Experience gives only a miss.
  16. In openCom mods , the player can choose a military doctrine at the beginning of the game . Depending on the chosen military doctrine, the player has access to different numbers of soldiers in the team, to different types of units and different types of weapons. Choosing a military doctrine - the player chooses what number of soldiers, weapons of what power, he will use the whole game.
  17. 1. However: it also turned out that primates (human ancestors) lived in groups of 20-30 individuals for tens of millions of years.!!! The human brain is able to hold all the individual properties of 20-30 people in its head. Student, school groups, military platoons - have a number of 20-30 people, because the number of groups of 20-30 is comfortable for a person. 2. Different types of information are processed by different parts of the brain. And different parts of the brain have different amounts of attention.
  18. It would be nice for the game to color not only the attributes, but also the names of the soldiers. And so that this color does not change during the game. Then it will be easy to distinguish capable soldiers (with low starting characteristics) from soldiers with high starting characteristics.
  19. At the moment: the weapons of different "technological eras" in the game are fundamentally no different from each other. The new technology only adds more damage, and no new properties and no new . All improvements look exactly the same as improvements: Arrows with a silicon tip - Arrows with an iron tip - Arrows with a tip of depleted uranium. I would add for laser weapons: incendiary effect, blinding effect. The "chainsaw" effect (wide beam). This means that accuracy is always 100% (if there are no obstacles between the weapon and the soldiers / target / target), since the width of the laser beam is several meters.pan widgetspan widgetspan widget
  20. Are weapons of different technological eras comparable in terms of their tactical and technical characteristics in the real world? Are a rock, a projectile and a nuclear missile comparable in terms of destruction in the real world?
  21. If these features really had a big impact, then school classes and student groups would be reduced from a few dozen people to 5-6 people, and the entire written alphabet would be reduced from a few dozen letters to 5-6 letters. For the convenience of perception.
  22. New weapon levels = new balance levels. Ideally, each "technological era" should have its own balance. Weapons of different "technological eras" should not be at the same level of efficiency.
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