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Kamehamehayes last won the day on March 16

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About Kamehamehayes

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  1. I agree, I would prefer the devs to put time and energy into other aspects of the game instead of making new designs for weapons that can be replaced in an hour of playing. However, I guarantee someone would make a mod for this. I remember a pretty popular mod from the original xenonauts where they allow you to use Soviet style weapons, so there is a really high chance a similar mod will come out soon after this game launches (or maybe even before during the open beta or early access).
  2. Kamehamehayes

    Xenonauts-2 April Update

    Congrats to the dev team for continuing to develop so much of the game even when life throws a massive curbball at you. It's good to know that the development of the game will return to normality (or as normal as it could be). Chris, can you elebarate more on the new UI concepts that you and the team have been working with? I am really interested in your ideas for improving the UI.
  3. I mean, they can make it so it is relatively easy to switch soldiers between or out of teams/squads. I'm just saying that this system would just cut out all the micromanagement needed to fill the dropship. This system would also be fully optional to use so you dont have to manage squads is you dont want to. I dont follow and how micromanaging single soldiers is much more work than micromanaging an entire team. Your points 1 and 2 dont make sense to me. I mostly agree with your additions to stress,
  4. Woah there buddy, that's going a little off the rails dont you think? Yes I agree that there needs to be limitations in order to allow more interesting decision making in the geoscape. In xen 1, doing every UFO was the most optimal choice since you get more funds, materials, and soldier exp making any other decision mostly worthless. Systems like stress help to create strategical diversity because grinding every UFO isn't the most optimal option anymore. All I'm saying is these systems can be improved upon to make the game more interesting. For example, several have stated that the current implementation of stress makes them rush missions, which doesn't encourage them to slowly outflank and out smart the aliens. Instead, it makes them make poor decisions because they are quickly rushing into every fight. A way to improve upon this is that soldier stress doesn't slowly grow as you complete the map. Instead, it grows as your team see themselves and their comrades die, get fatally wounded, suffer through a psionic attack, get suppressed, etc. This system promotes an efficient style of play, which means that this discourages turtleling especially against psionic enemies and it discourages running into fights mindlessly. Another nitpick I have with stress is that I dont want to take a bunch if time to replace a bunch of soldiers on the drop ship; instead, I would really like a squad system that allows me to replace everybody in two clicks. I have some nitpicks for the current base building system as well. I would really like to be able to directly upgrade buildings to their superior for a lesser cost and time because it saves me from destroying buildings just to build another one. From the footage I've seen, the early game encourages you to build a couple generators to allow you expand you base with future unlockable buildings (the expanded radar for example), but that investment would be a waste once I start building aluminum reactors. If this system were used, then you can feel free to make these early investments and wont regret it when you get a superior building. Point is, most of these new mechanics are great, but there are ways that they can be improved to make the player experience better.
  5. I think one of the main goals of xen 2 is to force the player to make tough strategic decisions on the geoscape. In xen 1, you pretty easily build things like all of your interceptors(I like building 2 condors and 2 foxtrot for every base) and base structures in the first month and grind out every UFO to get above the experience and resource curves. In xen 2, systems like stress, power, and more base structures gotten after research prevent the player from doing all of the things above and forces the player to make tougher decisions on the geoscape. In xen 1, grinding out every UFO you can was the most optimal option. However with the edition of stress, that is necessarily the best option anymore and allows the player more options that can be considered just as optimal to each other. You could let your soldiers rest which allows you to save money, power, and base space at the cost of losing valuable exp and alien materials. You could also put in the effort to accommodate space for extra soldiers so you can go on more missions at the cost of power, money, and base space. Do I agree that this system could improved upon? Of course. I agree that the recovery of stress should be linked to a soldier's stats, that would help to differentiate the soldiers a little better. This system also encourages hiring more soldiers, so a squad creation system should be in place so it would be convenient to be able to easily easily switch squads on the fly to take out a lot of micromanagement.
  6. Kamehamehayes

    Xenonauts-2 March Update

    Dude we understand that a full balance patch will come months in the future, that doesn't mean you bold, underline, and supersize your post. I dont see an issue with giving balancing suggestions to the devs well before it is going to be implemented, that is why these forums are here.
  7. Kamehamehayes

    Xenonauts-2 March Update

    I'm not surprised that the reapers are one of the most unbalanced aliens. If they dont have enough hitpoints they die to reaction shots too quickly to be threatening and if they have too much then they are too difficult to kill and they get close enough to you guys to infect them. It is a very delicate balance that makes it really difficult to balance. I'm not exactly sure how to balance reapers, maybe buffing stuns grenades so they deal more damage to reapers and scare them off more could help to deal with reapers being too strong. Sebellians should definitely have less vision, should be more inaccurate, or both in order to balance them better. I cant say anything about the other alien races since I haven't played the game yet.
  8. Kamehamehayes

    An accurate release date?

    Well due to covid-19, this past year has been chaotic and things could change drastically in a short time. Unfortunately, Chris has a relative that has contracted a terminal illness so he is taking time to hang out with his family. He doesn't know when the open beta will come out and new versions and hotfixes will come out slower as well. I would guess that the open beta will come out sometime between late April through early June, but as I said it is a very chaotic year and recent events in Chris's personnel life will cause him to work about half as much as he normally would so the dates could change drastically very quickly.
  9. Kamehamehayes

    Xenonauts-2 March Update

    All of these changes look very interesting and fun to try, good job to you and your team. If you have the time, I am very curious to know how you are planning to implement features like geoscape situations and human psionics, with the psionics in particular. Are you going to implement human psionics as a brand new weapon type into the game or are you implementing it in some other way? If you read this post, thank you for your time and know that you can spend as much time as you want and need with your loved ones.
  10. Kamehamehayes

    Soldiers Uniforms

    Adding back packs would probably make the soldiers look much cooler. Though I don't know how difficult that would be to implement. I don't have access to the game yet so I can't say anything about the late-game armors.
  11. Kamehamehayes

    Base Building v2

    I agree that the visuals should be updated, but the way bases are managed could easily change so it would be a shame if the devs make a bunch of new, great art and then have to scrap it since it doesn't fit with the new systems. It would be nice if you could upgrade any building into their superior (generator into alienium reactor, labs/workshops into quantum labs/nanotech workshops, etc) for a reduced cost and building time so you don't just waste time and money you spent into the original buildings just to demolish them so you can get a better one.
  12. Kamehamehayes

    Base Building v2

    I don't think adding more 2x2 buildings to the game is a good idea (unless you add some other system that supports more 2x2 buildings). If you look at MrAlex's screenshot you should see that the base is almost full, and that he hasn't placed some of other buildings like labs, storerooms, missile batteries, etc. You probably wouldn't have any room if you added more 2x2 buildings to the game. MrAlex and Alienkiller have been proposing outposts for awhile now which would help alleviate the issue if it worked kind of like a mini-base. It would be very restricted in what you can build (you couldn't build extra labs, workshops, or improved radar) and it would be pretty small (4x4 compared to the 6x6 of the main bases); however, you could use it to build extra hangars and storage spaces so it could make 2x2 hangars work (otherwise there wouldn't be enough space in the base to build other things if you have 4 or more 2x2 hangars).
  13. In your opinion, do you think that v19 would be ready for the open beta or should the open beta release wait until v20? I really want your honest opinion.
  14. Kamehamehayes

    R & D Use in Xenonauts 2

    I don't think it is necessary for everything to be in limited quantities; I just think that everything that come in unlimited quantities should be designed by the engineers first before they are available. The technologies at the beginning of the game I think should still be in unlimited quantities; they are pretty common in all militaries across the world (which are directly funding/suppling the xenonauts) so I see no reason to have to buy them. Ammo for weapons should be in unlimited quantities since it is just a nice quality of life addition, I do agree that anything that requires alien materials to build should not be in unlimited quantities (excluding certain things like explosives, since low-grade alienium is extremely common in almost all ufos) and have to be built by the player. Speaking of upgrading weapons. On the battlefield, is there a reason to have ballistic/accelerated weapons over laser weapons? Do certain aliens have more thermal protection than kinetic protection making it worth it to use a ballistic/accelerated weapons over lasers in some scenarios?
  15. Kamehamehayes

    R & D Use in Xenonauts 2

    The standard weapons, steel plating, and other stuff that you get in the beginning of the game should be available in unlimited quantities without the use of a research project or for the engineers to design them since their technology and final designs were already there before the invasion began. Stuff you research afterwards (like stun weapons, upgrades explosives, etc) should be unlocked in unlimited quantities after the engineers make a suitable design for them as the scientists, while very intelligent, only come up with prototypes that aren't as effective as they could be, so it would be up to the engineers to come up with the most effective final designs. This system would happen faster for stun weapons, which are made up of materials and technology already found on earth, than it would for alienium explosives and alien-alloy plating, which are technologies that were not already on earth before the invasion began. I don't think this system would be necessary for things that come in limited quantities since that should just be part of the manufacturing process so it would be unnecessary. It would also be nice if this was directly put into the lore of the game, which would make the engineers seem much more important than they did before. Your idea of outposts seem really interesting, and the idea of slow upgrading base parts seems really cool to me too. I don't have that many ideas on how to improve these ideas since I haven't actually played the game yet (I've only seen the first couple of hours since I don't want to be super spoiled for the coming open beta). Since this question seems to bee in line with this thread, how is the manufacturing economy in this game? Can you manufacture stuff purely to sell for profit or can you not to it in this game either.