Jump to content

Ogilvy the Astronomer

Members
  • Content count

    46
  • Joined

  • Last visited

  • Days Won

    1

Ogilvy the Astronomer last won the day on October 18

Ogilvy the Astronomer had the most liked content!

Community Reputation

15 Good

About Ogilvy the Astronomer

  • Rank
    Squaddie
  1. I'd be keen to hear Chris' thoughts on the ideas I suggested earlier in this thread, if at all possible
  2. Oh yes, well found! "Posted May 13, 2012" -- even further back in the mists of time than I thought!"
  3. I regularly check these forums but rarely post; this thread’s title did make me take notice though, because I’ve been thinking along the same lines for a while. I bought into the earlier bold ideas for X2, and although they may have eventually proven to be unfeasible, I do feel a bit disappointed every time something is “rolled back”. Still, I’m sure Chris and co. will make something awesome. I suggested some ideas a while back for X1 that didn’t make the cut, but in the spirit of positive contribution, will throw them into the hat again My main idea is to have a new mission type where you’re exclusively controlling local forces. The situation could be something like an allied military bunker is under attack by aliens. There’s not enough time for the Xenonauts to get there, but there’s a radio link set up so you (the player) can command the local forces. Imagine controlling a large team troops armed with basic weapons (rifles, shotguns etc.) against a horde of Reapers. It could lead to great Aliens-esque missions. The odds of your team all getting wiped out are high, but in contrast to regular missions, it’s not a game over / rage quit situation if that happens. There are a lot of ways in which you could use this kind of a premise. Maybe if your troops hold the base’s hanger for x turns, then your main Xenonaut troops turn up as reinforcements and take the fight to the enemy. Or if the aliens take the radio room then you lose contact and it’s mission over. Basically, I think this could be a way of mixing up the gameplay as a sequel arguably should, and adding more variety in a way that hopefully isn’t a huge burden from the development side of things (i.e. it would use existing assets such as character models). Separate to this, secondary mission objectives that crop up unexpectedly (e.g. rescuing a civilian and carrying them back to the chopper) would add more variety to core missions too. I made a huge list of options in a forum thread what must have been literally years ago, but can’t find it now!
  4. Ogilvy the Astronomer

    Xenonauts-2 January 2018 Update!

    Sounds like things are developing well. Is this a good point to give another shout-out for more mission types and secondary objectives?
  5. I had a go at suggesting this during development for X1, but it didn't seem to go very far. So I'll try again for X2
  6. Ogilvy the Astronomer

    [V1.0] Grenade TU requirements

    Right you are!
  7. In the grenade menu there was a breakdown of the TUs required to throw, with the total being 19. But in reality 36 were required. Perhaps this mismatch is a bug?
  8. Ogilvy the Astronomer

    Ufo Mission Analysis

    (Might just be my eyes, but is that a double space before "The degree of physical harm..."?)
  9. Ogilvy the Astronomer

    Ufo Mission Analysis

    These are seriously good! Very impressive.
  10. Ogilvy the Astronomer

    Abduction missions plan

    I’ve been thinking about the abduction missions this morning and came up with an idea – could be good, could be bad – but putting it on paper (so to speak) may spark some thoughts. To go back to the core issue: the early game in particular features too many similar missions that become tedious. The proposed solution of abduction missions would alleviate this, but having them timed encourages a very high-risk approach that could result in significant Xenonaut casualties that would be frustrating for the player. So here’s the (admittedly radical) idea: a mission type where you control local forces. Hear me out… A military base in a friendly nation is being attacked by an alien force. There’s no time for the Xenonauts to send a squad – the attack is underway. The friendly nation’s government are requesting that the Xenonaut’s commander (that’s the player, of course!) takes command of the troops that are already on the ground via satellite link-up. In effect this would mean that the player is controlling a large number of rookie troops with basic equipment – think shotguns and pistols, maybe lasers a little later. These troops are essentially expendable, as they’re not Xenonauts and won’t have progression. That means a player is more likely to engage in high-risk tactics in order to repel the attack within a set number of turns. (Perhaps if the base hasn’t been successfully defended in x turns, it’s going to be bombed). If this mission type is primarily for early-game then it can be gradually phased out and explained as human alien-detection methods improving to such an extent that alien sneak attacks are no longer possible. Pros: adds more variety; no AI changes needed; only existing art assets required; should be relatively easy to implement; allows timed missions without the frustration; no potential for truly devastating game-ending Xenonaut losses; successful mission reward can simply be a relationship bonus from the relevant country. Cons: no Xenonaut solider progression; controlling other forces is a significant departure from a core gameplay aspect. But then again, having expendable forces every now and then early game could help new players, and would reinforce the fact that Xenonauts are elite. Just imagine a mission where you have 15 expendable soldiers with shotguns, defending a base from a horde of Reapers, and if you get completely slaughtered it won't result in a rage-quit...
  11. Ogilvy the Astronomer

    Abduction missions plan

    This is a (potentially) relevant thread about mission variety and rewards: http://www.goldhawkinteractive.com/forums/showthread.php/1940-Mission-Types-and-Secondary-Objectives
  12. Ogilvy the Astronomer

    Ground Combat UI improvements

    That would be really useful.
  13. Just two very minor things... 1) The Hunter machine gun image doesn't quite fit into the weapon box on the ground combat dashboard. 2) Some of the corners are visible when I guess they should be 100% transparent. (Screenshot attached) Apologies if this has already been noted!
  14. Apologies if this has already been reported. My squad have a Light Scout cornered, but are unable to open the door to gain access. The door icon is there, but clicking doesn't do anything. Maybe the aliens have learnt how to lock their doors... Also: could someone please tell me how I can take a screenshot in-game? Print Screen just takes a grab of my desktop at the time. Thanks!
×