Jump to content

Kamehamehayes

Members
  • Posts

    318
  • Joined

  • Last visited

  • Days Won

    14

Posts posted by Kamehamehayes

  1. Perhaps the solution to this problem is just to buff armor from warden to endgame. The tactical suit and combat armor can stay because they are as they are basic, modern technology, which does not protect very well against bullets going the speed of sound and concentrated bolts of plasma. Buffing all of the armors that contain alien technology will give the player a sense of progression to show how far they have come since the beginning of the war and allow them to have a better chance against the aliens. 

    The 30% chance of reviving a soldier when you build a medbay is nice; however, it is too rng dependent to be reliable in any feasible run. Perhaps its upgrade can increase the chance of it happening to 50%, giving the player a reason to build that expensive facility when it is not worth it to build compared to advanced labs and advanced workshops. 

  2. Wow, you and the team made a lot of balance changes, quality of life enhancements, and many bugfixes. Must've been a busy month huh. 

    I have a couple of questions about the changes:

    When the stealthsuit is fully implemented, what will its affect be on the battlefield (other than making a soldier "stealthy" because that is not specific)?

    You said you set up the largest "non-unique" ufos in the tactical layer. Does that mean that there will be a unique ufo that you get to intercept and meet on the battlefield only once as a story mission? 

    Speaking of psionics, do you think that player psionics will ever be implemented into the game?

    Overall good work this month. I look forward to every update. 

     

  3. Honestly I'm leaning towards having bigger hangars. A couple of months ago when we were talking about v18 bases, I was heavily against the idea of 2x2 hangars because the base was too small to fit most of the buildings that a player would have on an average playthrough. However, my opinion has changed slightly. These decisions will cause the player to make meaningful sacrifices in their base layout and make the game more interesting (for example: you can have more hangars, but you might have to sacrifice living quarters or other important buildings in order to build them). This keeps the pressure going on the entire game, which is an idea I really enjoy. This also requires you to change you base layout every so often, which directly attacks the Xen 1 issue of building everything in the base from the start. Perhaps a project to increase base size would be nice, but I don't think it would be needed if this is done well. 

    I'm a big fan of the direction the devs are going. I love the implementation of stress, 3 simultaneous raids (that you can do more than 1 of), and I mostly enjoy the idea of the UOO-1. Each of these ideas try to force the player to make strategic sacrifices and make more varied choices and they keep the pressure on the whole game (that is my main issue with Xen 1 that these systems are addressing, the geoscape gets way too easy once you have significant coverage of the planet). 

    Speaking of the UOO-1, I really do not understand why so many people are against it (mostly on the steam forums for some reason). I've read the entirety of Shade's steam thread and I do not understand most of the arguments posted there. Most of their arguments are attacking the fact that the UOO-1 is a "timer" even though it does not lengthen or shorten a playthrough that a player would take to complete the game, except if the player is doing poorly and suffocating against the monthly attacks of the laser, which meant it fulfilling its purpose of killing a run that a player was doing really bad on. There is also a whole lot of people saying that the laser defeats the purpose of this war being clandestine, which does not make sense to me because all of the stuff I've seen about the storyline doesn't infer or imply anything being clandestine at all (you can see the alien ships with a telescope for crying out loud). I think the idea can be improved a little bit (like maybe throwing a dangerous mission at you if you are close to losing, but it you win you get a small reprieve that allows you to dig yourself back up out and save your run), but I don't think this is remotely a terrible idea (unlike people in the Steam forum).

  4. 4 minutes ago, WetAlleyGator said:

    Chris... glad to see you are back.

    Liked !! If I have the troops and the Drop ships I can do all three terror attacks at one go. Once I did two attacks with just one Drop ship, but sent more healthy soldiers for the second one.

    Did NOT like!! Alien base in Africa. Could have been anywhere. The aliens beat me up badly. I still had three soldiers left, two wounded but went to retreat. I also hauled all the aliens and my dead soldiers and good weapons to the entry point. Then when I went to pull out my three soldiers all dropped dead, even the one who was never wounded. That means the only way to do those missions is 1) wait until I have very good equipment or 2) just don't do them with anything valuable. That two soldiers survived with only 1 hp didn't make me feel better. At least the Drop ship was not lost. 3) reload the game at the start of the mission, but that feels too much like a cheat.

    Liked!! The terror missions don't require you to kill all the aliens who are visiting. If you fight back you can get a WIN but not lose your drop ship, all your people. It's a sort of run, run, run away style of fighting.

    It took me a while to discover that if a base is rebuilding a ship that was destroyed, it only uses the engineers who are sitting around bored. Maybe that applies to the the damaged robots as well. Also, having two and eventually three fighters is needed to beat some alien groups. Losing all the aircraft from one base can make the game very hard, or even impossible.

    I DON'T like that some of the soldiers seem to be selling their fancy weapons and armour on the black market and showing up to fight almost naked. At least the fools are soon dead but it's tough to replace all that lost gear, I haven't actually caught any of them selling their equipment yet, but the stuff just disappears and I can't see another reason for it going missing.

    One soggy Wet Gator.

    Are you sure that the base always appears in Africa? I thought the bases could have be built anywhere on the globe (except for a couple of story missions).

    That last point is definitely a known bug; I believe it was fixed in v19 because I have not seen any reports of it as of late.

    Speaking of version v19, v19.1B is out on the experimental branch. I recommend you check that out if you enjoyed this version. 

  5. 2 minutes ago, odizzido said:

    You wouldn't get anything. Your bonus was being able to use them in the first place. Presumably the army of the country they belong to would come in the clean up the site after you leave. If we wanted to make a stealing mechanic we should also start having the countries your stealing from get angry. At minimum cutting funding, and if you're killing their soldiers then openly attacking you. An army of 1,000,000 russian troops hitting your base with artillery, tanks, bombs, etc is likely a good deterrent. Especially when you have your own troops from russia attacking you from within.

    You see, I'm not killing their soldiers; I'm just using the stun baton to give them a little nap, they must have been tired after all. 

    Ok in all seriousness, I do get your point; there would probably need to be a mechanic dedicated to punishing you for your actions, thus maybe creating more trouble than it is worth. Though I would love for this to be explained through in-game lore. 

  6. 6 hours ago, Alienkiller said:

    Deliberate shooting down and stealing Weapons from your Financers and very helpflull Assistance in Combat is not a good Idea, esp. in Missions where every Help is needed.

    If they are dead (shoot by the Aliens) or you have an official Mission (Secret Mission against Traitors or so) and you get the Weapons then is an other Pair of Shoes.

     

    You could just take out the aliens first, knockout the local forces, then raid the alien ship. The local forces are not particularly useful for raiding crashed ships from what I've known from playing xenonauts and seeing some of the beta, so this strategy would not hurt you near the end of a crash mission. 

    I guess this topic applies to aliens shooting down local forces as well, so should you retain weapons from looting the courses of the soldiers or should the weapon self-destruct like how the alien weapons work currently? 

    If you are given a mission to deal with traitors, then I think their weapons should be blown up when killed so the player does not get a full squads worth of equipment from a single mission. 

  7. I have played many hours of xenonauts and I have never realized that you can knock out local soldiers and steal their lazer weaponry until pretty recently. You can make some extra money by smacking these soldiers and selling their weapons, which is a pretty corrupt move all things considered. 

    So my real question is can you steal weapons in xen 2 and do you agree with how it has been implemented? Should this mechanic still be allowed in xen 2 or should it be removed entirely? It would be a pretty cool mechanic for you to be able to steal weapons from knocked out soldiers, but you would be directly punished for doing it. It would be pretty great game design if you stole weapons from local forces and then your payment from that particular region gets cut in half for a month.

    Maybe you can have a secret ending where the xenonauts drive off the aliens and rule the world through violence and corruption, even putting down the efforts of both NATO and the Soviet block. You would obtain this ending by whacking enough local forces and civilians. 

     

  8. Yeah, I agree. The big reports could be cleaned up and improved a little bit. The devs can definitely can tag topic to show if they are confirmed or not. It would be more efficient and effective to shift the forums in this direction because the open beta will eventually come and with it many new players, so the forums would probably be pretty overwhelming. It would be nice to better sort it to allow the forums to be easier to navigate. 

  9. On 6/3/2021 at 7:28 AM, MrAlex said:

    According to Alenkiller, the aliens should not act individually, but be one team. Even if each alien chooses the most effective solution from his point of view, it will not be effective enough from the point of view of the team. 

    Let's say we have a very smart AI.
    Here are some examples:
    1-2 Each unit act separately like diffenets AI in some order.
    1. In the wrong order (as now, rappers go first)
    2. In the correct order (andron sirst)
    3. AI manages the entire team, not each unit individually

    Test.jpg

    I definitely agree with alienkiller and mralex here, the aliens should act as a team to feel like a more sophisticated threat. If the aliens know generally where the xenonauts are, then they should start trying to head over there as a group, making pathways like in example 2 wherever they go. 

    I've watched several of silencer's videos (they are beta 17 btw) and most of the aliens are acting on their own accord instead of acting together as a team. Each alien seems to attempt to attack the target that they think is best for them, but they would find more success if they all attacked a single target. 

    My senario would be a couple aliens are in a standoff with 2 or 3 xenonauts, and every combatant is under cover and has full hp. One alien sits in the corner while the other alien should be placed on the opposite side of the map. The first xenonaut should be completely open to the first alien but should be under high cover so the other alien has a really low chance of hitting him. Another xenonaut should sit right in the middle of the map but is behind cover to both aliens. The aliens would pass the test with flying colors if both aliens attacked the xenonaut in the middle. They would pass the test if they both attacked the first xenonauts even though one of the aliens had an extremely low chance of hitting him. They would completely fail if they attacked separate targets or did not attack at all. 

    The visual was hastily made so it is not the most pretty visual, but ti should help to get my point across. 

     

    Xenonauts 2 AI testing Scetch .png

  10. 1 hour ago, MrAlex said:

    That is why I very rarely make accelerated ballistic weapons for ground combat. After their rise in price in the latest updates, this now makes even less sense. It's easier to simply avoid additional ground combat before making a laser weapon, which is much more effective. In addition, laser weapons can be easily improved, which allows to skip the manufacture of Gauss weapons and go straight to the plasma later.

    Well i apologise if I'm wrong, as I have no experience on xenonauts 2 midgame to late game (I watched a few of silencer's xen 2 videos, so I have some idea of the earlygame), but I seem to remember Chris talking about certain aliens having resistances to either energy or ballistic based weaponry. If this is the case, shouldn't you be directly punished for specifically focusing on energy or ballistic weapons because certain aliens would be resistant to one or the other?

  11. 5 hours ago, MrAlex said:

    It's easier for me to think that they are recruits without experience. Especially when they miss with a shotgun shooting at an alien standing 1 cell away from him

    It is not as bad as the firaxis xcom where soldiers cannot hit the broad side of a barn, but somehow accurately throw grenades from 20 ft away. I guess xcom likes to hire professional baseball and/or softball players?

    Now that I think about it, xenonauts soldiers can use a stun baton pretty well... so I guess secret military organizations with the goal of defending the planet from alien invasion like to hire baseball players... it would be really funny if Chris added a research text depicting this very phenomenon. 

  12. 5 hours ago, MrAlex said:

    According to you, every interrogation should increase funding? 

    Given what I've already researched, Psion and sebilian autopsy/interogation don't increase funding.

    Do I understand correctly that each autopsy/interogation increases the damage to the aliens of this race?

     You need to add some statistics for additional damage to aliens so that it can be seen in the game. When editing a saved game file, I found these options, but it's much better to see it in the game.

    I agree, these damage boosts should be shown to the player to help build a strategy around. It would be a nice, quality-of-life change that would benefit the game. Speaking of which, what is the exact amount of damage increase that these damage boosts give you?

  13. 2 minutes ago, MrAlex said:

    Depends on what you mean by experience? In X2, each soldier gains combat experience and improving his stats. In addition, there is a special building for training. This way we can train all soldiers, including those who do not take part in combat.

    He is talking about where and when the soldier previously had fought before the start of the game; for example, if your unit had fought in Vietnam then it would say "Previous experience- Vietnam". This does not effect the gameplay at all; it just adds more depth and character to your soldiers. 

  14. 9 hours ago, MrAlex said:

    The problem is still present in version 19.
    It appears if you save the game after scattering lights on the map. After loading the game, the lights turn pink. Those that are already thrown and those that are thrown after loading.

    auto_groundcombat_turn_3_start-29.json

    That is really odd. There are no problems before the reload, but problems happen after the reload? I wonder what is causing that. 

  15. Just now, MrAlex said:

    Have you already played this version of the game? It seems that no. I'm talking about the real facts, how it works now. Based on real experience, I offer an alternative.

    No I have not played it (due to not owning a copy of the closed beta), but I am pretty certain that it is a temporary change as the devs slowly add more and more research required to attack the cleaner base. Based on quotes given by the devs, my evidence suggests that this change will be temporary and that an alternative is not needed as of now. 

    5 minutes ago, MrAlex said:

    I'm sure the player's first ground missions are best done to clear the area after a crash site. Sudden ground tasks are best added in the middle of the game. When a player has good radar coverage and he successfully intercepts UFOs, then the game should be complicated by the appearance of sudden ground missions. At the beginning of the game, the player should be given the opportunity to deal with base management, instead of constantly responding to sudden missions.

    Now the first game mission begins with cleaners base attack and the second mission of terror and only then the interception of the first UFO. I think that's wrong. It is better to return to the classic order of missions. You need to start with the interception and gradually complicate the game with new types of missions.

    I do not if it is wrong honestly. It would be nice to start the game with a bang because it really is a powerful first impression. The aliens are threatening and they mount an attack on the base, causing the player to always be on edge as their base could be attacked at any time and the player does not know what other things the aliens have in store. After these beginning sequences, I agree that the missions should be scaled back to allow the player to get used to base and soldier management. 

  16. 2 minutes ago, MrAlex said:

    Good idea with a training fight.

    But it is wrong to bring unlock for the cleaner's base mission through a study of the cleaner's corpse. This does not make sense. The location of the base should be revealed to the player through the study of a live cleaner (or other alien)

    Chris said that it would be unlocked through a short research chain, not directly from studying the cleaner's corpse. So it is probably a combination of cleaner autopsy, cleaner interrogation, and maybe cleaner officer interrogation or maybe some piece of communications technology. The post the you quoted said that you start the game with Cleaner autopsy available. 

    On 5/25/2021 at 2:56 PM, Chris said:

    Cleaners: we've added a new "alien" race to the start of the game. The Cleaners are a shadowy organisation of gas-mask wearing humanoids that have been working to assist the aliens (and foil the Xenonauts) for some time prior to the start of the game. The idea is that they'll cause the Xenonauts problems in the early game, but the player can complete a short research chain and a few tactical missions to remove them as a threat so they can concentrate fully on the aliens.

     

    On 5/25/2021 at 2:56 PM, Chris said:

    The game now starts after a tutorial mission that is not yet implemented which introduces the player to the Xenonauts and the Cleaners (which is why you start with Cleaner Autopsy unlocked).

    See how the first post says it is a research chain and the second says that you stat the game with it researchable? I do not blame you for confusing it though; it is a pretty long update with lots of new stuff. 

  17. 7 hours ago, geno said:

    Any news on the open beta?

    I've been playing a couple of missions and just two things: The tooltips are a bit annoying since they can block other elements of the UI you can need. I changed the tooltip mode from timer to action and it fixed it (btw, the graphics quality option is labeled as tooltip). The other thing is a bug the LMG. The soldiers start the mission with the LMG unloaded but I'm not sure if this only happens with soldiers who were a different role before being changed to heavy.

    We will prob be getting new about the open beta in the monthly update, which should come out in 2 or 3 days. 

    Bugs are best reported in the bug reporting section because it just gets lost in other topics and it is much easier to sort and acquire bug topics there. Everything you need to include and where to get them are found at the top of the bug reporting section in the pinned topics. Happy alien hunting. 

  18. Wow, that is a lot of new changes. 

    I think that the appearance of these new "cleaners" is a welcome addition to the enemy variety. It also nice to get some more variation to the missions as well considering that the majority of missions are crash sites. Increasing the skyranger compacity and making alien weapons more lethal are an interesting decisions. It looks like a lot more soldiers are going to die, especially in the early game, which is good because it shows how far the aliens are ahead of humanity. I'm not sure how much this would unbalance the game, but we'll see. 

    I definitely agree with disabling a lot of the features so you can focus on the lots of new stuff that could be very unbalanced and broken. 

    I've noticed over the last few updates that you guys seem to be taking some inspiration from the Firaxis Xcom. Is this a coincidence or a conscious decision?  

  19. 8 hours ago, EurekaSeven said:

    The world currently is fuckup sure but do not make this thread into political statements.

     

    For the discussion, It would be good to have weapons from different countries (especially European), but I wonder what difference would they have in game except the look. Also consider that the vanilla ballistic earth weapon would be phased out quickly after new types of weapons being researched midgame and you won't pick them up again, so it do not worth the time for much development.

     

    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). 

    • Like 1
  20. 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. 

  21. 4 hours ago, Alienkiller said:

    Yeah, in some Parts where the Game needs Upgrades, Refits, Reworks and similar. There I aggree.

    Upgradeable Buildings should be upgradeable (like Generators, Medical, Workshop, Research, Living and similar. The better Radar you have to build up seperately, for several Reasons already more then enough announced. But the third version of Radar you can upgrade from second one (explenation why you need the big ones are more then enough). The old Radar-Room you can refit then in an other useable Room (Defense / an other useable Buildung you have or you wait for an special Building which give you Informations about the Aliens on Terror Sites, Raid Misssions, UFOs etc.).

    There I advice Stellaris as well as XCOM 2 / XCOM 2 WotC. They handle that Part very very good.

     

    What the switching from Soldiers to the Transport belongs is following: The Idea with the full team change allone is nonsene. As an Option in the Game-Settings it´s ok for the Players which wanna have it, but not for all, esp. for them which can handle that single Soldier-Changes-System asleep.

    1. Reason: You limit a full Team doing their job, because of only 1 or 2 Soldiers get to much Stress or whatever. That Team is blocked for about 1 Month fully. = not acceptable for an old X-Com / new XCOM / UFO-ET-Series-Player!

    2. Reason: You get more Micromanagement then lesser. Why? The Answers are easy.

    - If you get an Team where you can switch the soldiers altogether in the Transport then you reduce that Micromanagement on the first look. In the following second and more locks you see the extrawork.

    - The extrawork is following: You need an single-Switch for Soldiers in the Teammanagement, which makes more extrawork as it is now.

    - First and Main-Disadvantage: announced in 1. Reason!

    - Secoond Main-Disadvantage: Teams block Soldiers with Special Training / Special Equipment earlyer or later. You miss an Main-Important Special Mission only, while exactly that Soldier are assagined to a Team! = Absolutely NO GO!

    - there are much more why an Team Management is not good. Only with very very much Extrawork incl. swichtching the Main-Disadvantantages to satisfyable Advantages (and they must be very very satisfyable) an Team-Management-Thing can be implemented for all.

    I and many others don´t see an Reason to implement an System which has to much Disadvantages to relive the good working exsisting System we have.

     

    The Stress-Raising / Stress-Reduction is an other Theme, where we can implement already existing Features without to much effort.

    1. Yeah, good Idea with the Dying- / PSI- and similar effects. That is an effect, where all prevouis Games set only as Panic, because they don´t have an Stress-System. Only XCOM 2 / XCOM 2 WotC implemented such an similar System the first time as well as Phoenix Point later on at the End of the Missions.

    2. Yeah, the other Advantage to use more of that System is from an Competitor (XCOM 2 / XCOM 2 WotC). Instead raising the Stress-Level every Round in Battle there is an very easy solution. Like an Comrade already announced link the Stress-System with the Bravery etc. Parts from the Soldier. It has an same effect then like the very very good exsiting Stress-System from XCOM 2 / XCOM 2 and Phoenix Point, where the Soldier get tired and lack in concentration instead. 

    3. To raise the Soldier / Soldiers again to full Operation Level they get breaks in the Living Quarter and an not integrated Buildung yet. After near Outposts get upgraded they are useable for the Stress-Limitation too and have an big effect, esp. for the medium / high stressed Level Soldiers.

    Short said: There are much Potential open to use the Stress-Feature.

     

    The Panic-Raising / Panic-Reduction from an Soldier in Battle and on Geoscape uses the same effect. Panic is reduced to bravery, but rasing from the same Battle-Effects like Stress. The Reduction is coupled on the same Things, which reduces the Stress too.

     

     

    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, 

×
×
  • Create New...