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Komandos

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Everything posted by Komandos

  1. If the player has the right to enter into battle (for example) 12 planes at the same time, then aliens have the same right. Instead of 3x3 battles, there will be 12x12 battles.
  2. It's not a bad idea. Send not one transport to the task (mission), but several (1-2-3). Choose one transport that will land and start the battle. The second transport patrols in the air and can drop a special box of ammunition. At the end of the mission (task), this transport delivers trophies to the base. The third transport can land reinforcements, or can quickly evacuate the wounded from the evacuation point. Making up a squadron, you can get different bonuses on the battlefield: (If there is a "medical" transport in the squadron, your soldiers are treated faster after injuries, and they recover faster. You can evacuate wounded soldiers directly from the battlefield and during the battle. If there is a "cargo transport" in the squad, you can drop ammunition, as well as collect more artifacts at the end of the mission (depending on the results of the mission)). (Nothing is accidentally lost, burned or stolen).
  3. But then what will prevent the aliens from visiting the Earth in huge groups of UFOs while you will have another 1-2-3 fighter? And what will prevent aliens from flying as large groups of UFOs as your planes?
  4. In Xenonauts 1 (depending on how to position yourself on the UFO map) I could spend a different amount of different ammunition (when storming a UFO of this type). In one case (if the entrance to the UFO was far from the edge of the map) - I spent a lot of ammunition for sniper rifles. In another case (if there were many obstacles and trees) I spent a lot of cartridges for machine guns. In the third case (if the entrance to the UFO was close to the edge of the map) I spent a lot of explosives. Since I couldn't predict how close the UFO entrance would be to the edge of the map, I couldn't predict what stock of certain ammunition I would need. And therefore I tried to load the soldiers as much as possible.
  5. Color-coded soldiers on the battlefield - would significantly improve the management of soldiers and would save the player from having to repeatedly view each soldier, trying to find the right soldier.
  6. Get gaming experience: when a player loses a Base, it would be interesting (and the game can't provide that, because losing your own base is tantamount to defeat). If the game provides the player with a base that is not terrible to lose, then I would not refuse such a mission (task).
  7. The game doesn't seem to forbid using multiple squadrons to attack. The first group of fighters (squadron) attacks, damages the UFO and immediately retreats. The second group of fighters (squadron) finishes off the UFO or also - only deals damage and retreats. The third group is already finishing off the damaged UFOs.
  8. We are talking about a kind of "insurance", in case of unforeseen situations (which a novice player cannot predict). If I am playing the game for the first time (or using this difficulty level for the first time), then I cannot predict how much and what I will need in this mission (task), how "cards will fall out". Therefore, naturally, we need a "financial cushion", "insurance" just in case of an unforeseen event. Even you, when leaving home for work, take with you more money than you will need for the trip there and back. And when you go on a trip, you try to take more money than you actually need for living.
  9. The penalty for the accuracy and peed of using alien weapons will make it impractical to use them as the main weapon for humans. But this will allow the player's soldiers to use alien weapons in case of a shortage of ammunition for their own weapons.
  10. Then it's easier to create a mechanized suit (for your soldiers) that will allow your soldiers to take more inventory with them, but will make your soldiers move slowly and deprive your soldiers of protection (armor).
  11. What items does the dropship carry? All items that soldiers are able to take with them on a mission. *** Does it get a whole copy of your Armory? It seems to me that it would be more logical to implement an interface like "objects lying on the ground", or: "individual inventory of soldiers". The player decides for himself what exactly will be there. "Does it get a whole copy of your Armory?" But this option is also interesting, if there is an opportunity to equip soldiers before the start of the task. *** If so, what happens if it gets shot down? The same thing will happen as if all the soldiers died on a normal mission or lost (used up) all their equipment during the battle. *** Or does it just have say a 10x10 inventory grid? There is a "box" object in the walls, interactions with it, the soldier gets access to the inventory of this "box". Or: On the adjacent tile with this object (next to the box), an additional switch button: "items in the box" appears in the soldier's inventory (next to the inscription "items on the ground"). By switching the button from "objects on the ground" to the button "objects in the box" - you can access the contents of the box. *** I think there's a danger it encourages even slower play, with people pausing halfway through the mission to go back to the dropship and restock. Might break the flow of the mission a bit. If: the speed with which the player completes the task (the number of moves that the player spends on completing the task) has absolutely no effect on the reward that the player receives at the end of the task (reward for completing the task). Or: while the player has the opportunity to save (get) more artifacts and resources, if he performs the task slowly and carefully. Then: the player has no reason to hurry somewhere. If: during each turn, the UFO will lose 1-2-3 units of fuel (burns in the fire), and the total amount of fuel on board the UFO will be no more than 25-50-75 units, then: the player will have a choice: either spend several rounds (time) to replenish the inventory of his soldiers, or grab more strategic resources (fuel) on board a UFO.
  12. I believe that for the player (in the process of research), several options for the final mission should open up. For example: Big risks. Average risks. Small risks. Big risks - do not require additional scientific research. (Preparation for the task takes little time). Medium risks - require additional scientific research. (Preparation for the task takes some time). Small risks - it is necessary to conduct several additional scientific studies (Preparation for the task takes a lot of time). For example: The player in the final can choose: One very long and difficult mission. Two simpler and shorter missions, but with a time interval (break) between them, (necessary for one scientific study). Three short and fast combat missions, but with a long time interval (break) between them, necessary for many scientific studies.
  13. What's wrong with other cities getting the right sound? After all, it is painful for all people to see when their cities are written in other languages differently than these names are pronounced in their native language.
  14. To return to the old names of cities that have changed over several centuries (as a result of conquests, changes of power) - I think it's a good idea. There are many similar cities on the planet that have become the property of other countries and other peoples. By returning these cities to their old names, the game will provide comprehensive support to those peoples who have lost these cities. But won't it be an intervention in politics, and will it correspond to the period of time to which the game is dedicated? For example: is it appropriate to change the name of Istanbul to Constantinople (Κωνσταντινούπολις)? After all, the city changed its name as a result of military aggression many centuries ago.
  15. And considering that over time there will be a transport with a larger capacity, then 12 positions in the list - this will also not be enough.
  16. The complexity of combat missions and the difficulty of finding an opponent on the battlefield - it is easy to adjust the number of player units and enemy units. Systematically check the map with the help of 7 soldiers - much harder and longer than using (for example) 14 soldiers. If there are many levels on the map, then 7-8 soldiers (at the beginning of the game) this is very little.
  17. Colored armor allows you to conveniently mark soldiers and easily distribute them (soldiers) into separate tactical units (which have different tactical functions and tasks). I do not know why this convenient feature is ignored when creating many games.
  18. This feature is present in OpenXcom mods and it has proven itself well there. This feature diversifies the number of game situations. I see the problem only in the fact that there are no "two-serial" and "multi-serial" missions (combat missions) in the game, and therefore this opportunity will have a very small impact on the gameplay, although it will add atmosphere.
  19. To add an oxygen indicator to the planet and a formula affecting the paremeters of soldiers - does it take two years?
  20. The level of panic is the percentage of people who believe in victory over the enemy. When there are more than 51% of them (60? 70?), the power in the region changes. Some soldiers, scientists and engineers quit their jobs. (Low level of bravery.) The indicator of the composition of the atmosphere turns on at the moment when the aliens begin to change the atmosphere. Let's say this is due to the appearance of certain types of UFOs. The longer they are in flight (UFOs), the stronger their contribution to the change in the composition of the atmosphere. The low oxygen content in the atmosphere gradually reduces the speed of soldiers in battle, the speed of diesel vehicles, the speed of jet fighters. The rate of individual reaction decreases. The fighters are inattentive, absent-minded. The panic on the planet is increasing (fewer and fewer people continue to believe in victory).
  21. The composition of the atmosphere (oxygen, carbon dioxide) is not visually visible (a small adjustment of the color scheme is enough), but (for example) the lack of oxygen in the atmosphere will greatly affect the endurance of the player's soldiers in battle and the efficiency of the player's jet engines. (Aircraft speed). Low speed of armored vehicles. Cities can also be destroyed by volcanoes and earthquakes that have arisen. Instead of the panic level, you can put an oxygen indicator in the atmosphere. The lower the oxygen concentration in the atmosphere, the more Earthlings panic. (stres).
  22. The player should be able to: solve any problem that arises in the game without resorting to the help of advisors. The player should be able to solve the problem on their own, even if the player has to reduce the difficulty level of the game. Therefore, I am in favor of the game having the necessary tool for this. In X1, such a tool was the ability to easily and quickly edit the parameters of the game.
  23. If the game increases the number of soldiers in a tactical mission (at the "beginner" difficulty level), then the requirements for the player's tactical skills will not be so strict. It is easier to change the balance of the game by adjusting the maximum number of soldiers on the battlefield than to adjust a huge variety of other game parameters to make the player's squad feel comfortable.
  24. 1. The viewing range of the soldiers in the game (at the moment) is very low. 2. If we increase the viewing range of soldiers in the game, there will be much less need to shoot into the fog of war (by adjusting).
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