cman1983
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Posts posted by cman1983
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@Chris unbelievably great work on this side only down is on my save I don't have the add weapons to dropship
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It's xenonauts no xcom
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I like this idea although would need make it harder to catch live aliens than to throw 4 smoke bombs or shoot there health to 10 n then smoke them as this then gets us advantage early doors
Also the soldiers should be able when a major injury or drug overuse say they want to retire and should be then used in like a memories screen and put into say the area from eg UK a soldier that we can use if a terror mission arises
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Or even if we add other factions to game and they are being defeated or over run this could give a mission for help and if win they join us and share there resources
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Also @Chris the shields go into main hand and hand gun in other how come wen in battle are the shields in left hand and guns in right is it a bug
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I think the local forces or a militia group should play a better role eg in helping smaller missions etc
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On 11/7/2022 at 3:52 PM, Komandos said:
Strategic "Action points"
I looked at the reviews on YouTube.
To be honest, I haven't been able to figure out how this strategy works.
However, I have some ideas:
In a tactical battle, each unit, on the battlefield, has action points (AP), which can be spent on certain actions.
For example: to increase your morale.
Regions on the planet (Africa, Australia, Asia, Europe, North America, South America) are also losing morale, cities, and population under the influence of aliens.
Why don't these regions (Africa, Australia, Asia, Europe, North America, South America), as well as aliens, also get "Action Points"?
Or let money play the role of "Action Points".
Every month, each region (Africa, Australia, Asia, Europe, North America, South America) receives "Action Points" that they can spend:
- either to finance Xenonauts;
- or to eliminate damage from alien attacks;
- or spend AP on activities aimed at reducing panic among the population;
- or spend AP on the development of your own economy (which will bring profit next month);
- or spend AP to evacuate the population and production to other regions of the planet;
- or spend AP on building outposts to repel an alien attack;
Each region on the planet has an "instinct of self-preservation" and, obeying it, chooses exactly the strategy of behavior (using its AP) that neutralizes the influence of aliens as much as possible.
Every month, each region (Africa, Australia, Asia, Europe, North America, South America) gives a report on what actions their finances were spent on (Action Points).
The player's task:
1. To preserve the economy of the region, (so that each month the region has a lot of AP).
2. Counteract the threat of aliens more effectively (across the entire list and type of threats) than the region itself is capable of doing (The appearance of UFOs in the sky, UFO attacks on cities, UFO landings, the elimination of UFO crash sites, alien terror missions, other).
In other words: the more missions (tasks) to eliminate threats Xenonauts miss - the less their funding.
Aliens can also have their own "Action Points" that are increasing every day. (Replacing the timer in the game).
These AP aliens spend on building UFOs and on raids on the planet.
Non-downed alien UFOs participate in the following raids.
If you do not destroy the alien factory, then sooner or later there comes a moment in the game when the player is no longer able to destroy all the alien ships (UFO) that attack the planet.
Non-destroyed UFOs are added to new ones, and a huge number of UFOs attack the planet in the next wave of attack.
If there are unclear details, I can discuss.
Yeah and also get a set mission from each region eg capture of a mentarch or a dead wraith or find missing person for xtra either money or terror reduction
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The game goes either we kill all aliens or occupy there ship for 2 or 3 turns u reckon we should also have to either protect our dropship or have to clear it if we haven't killed all aliens
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Does Any1 think that after we interrogate a reaper or autopsy a body of reaper we should get some sort of I don't no a needle or a bomb that can save only the ones that have turned into mummy's in for example 2 turns or whatever
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I like this idea and have said on other forms in this group that this should happen it would even open up a real use for c4 against a partly damaged side hull for example or a fire exit door
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On 8/11/2023 at 11:19 PM, Komandos said:
If the player in the game will have 3x3 battle platforms, then the aliens should also have similar ones.
They do they have them big attack drones
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They seem to be inquisitive and run into the spaceship right in front of a reaper or in front of us so we can't shoot the alien wtf hahaha
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I like the 1st 2 ideas but a think it should be a random choice for the mines as a don't think we'd need 2 plus a c4 plus that charge also
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Guys a went back to x1 for a longer game on other computer yesterday and you should see the game graphic changes ooft night and day(well done develop team) also the speed in X1 is frighteningly fast compared to the new X2( hopefully once up n running fully completed x2 will join)
So well done to you guys a goldhawk
And thanks
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2 hours ago, Jorlem said:
Lack of need? People overload soldiers and drop the stuff in the dropship because they feel they need the additional supplies. Provide an inventory in the dropship, and that need vanishes because it has been filled. You don't usually need that much extra stuff, after all.
But I think that's what we all agree on if a soldier was humping all that then there stamina would low and probably make them tired which would mean less attention on battlefield and less accuracy and deciscion making etc would be to pot
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4 hours ago, Raffik said:
no offense taken my friend, you raised a valid point - discussing about play styles or opinions does not bring much to the collective effort. Lets focus on bringing ideas forward, just as @Ogilvy the Astronomersuggested with his summary of the ideas.
Exactly buddy ps av went back to x1 for a long war haha can't mind how to spin screen and loosing basicly ratio of 1 man a mission ooft rusty
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8 minutes ago, Raffik said:
touchy? Like I was touched personally and offended you mean? Au contraire my friend, I am not offended or touchy at all, I was trying to explain my logic and standpoint only.
Yeh a can see that but it's not just you ma man and some people are slower in uptake and tryin to work out other's speach and lingo haha wasn't aimed at any in particular just urs was the 1 I clicked on for reply no offence meant and other people's logic ma differ ma comrade in arms
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3 hours ago, Raffik said:
Right. The player has full right to prepare well given the possibilities in the game. Which is the backpack storage space and the weight allowance of a soldier. Overloading the soldiers is an exploit of the game mmechanic. Again, as I said before, if not restricted, you are free to use it a much as you like.
A tad touchy are you not no 1 is saying you can't use it's a chat forum and we just running what we feel are required and no 1 is saying your wrong either jees we trying to bash heads together and give the developers some outside thot and feed back.
Why on thees forums does alot of people take offence to others suggestions and thoughts I don't but it's a chat forum for developing our game that we have all bought and are entitled to say our thoughts feelings without arguments getting started
Come guys let's be sensible
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Just now, Ogilvy the Astronomer said:
I think that would work too. The reason I'd go for option 2 is that I think it's a bit easier to understand. When you're equipping your soldiers for the dropship, if you go over their weight capacity there would be a message saying "Over weight capacity, soldier cannot board the dropship" or similar. It's immediate and obvious. With option 3 there would need to be another readout somewhere tracking the total weight for the dropship. People might also wonder if they could take fewer soldiers but more equipment. But option 3 could definitely still work. I think they're all valid choices and it's down to style and preference, as you say.
And absolutely bud iv already mention don't if in this or in another blog that we should have atleast 2 reserves as back up in vessel and only get to be used if squad goes below say 3
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Yeh that's a true squad army picture have a look at your special forces guys as that's apparently what our xenonauts should be as the next step up from regular army
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Also what do you guys think about the map mini missions eg mayor getting abducted/shot or fishing vessel destroyed etc I think for the missions if we get to do the mini missions a fast boat to build for taking/boarding the vessel
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Just now, Ogilvy the Astronomer said:
Here’s a summary, as I see it.
The issue: players can overload their soldiers, then dump excess equipment on the dropship floor during turn 1. This gives plenty of equipment and can unbalance the game.
Possible solutions:1. Do nothing. Accept that this is how some players want to play the game.
2. Make it so soldiers can only fly in a dropship if they’re not carrying over their ability. Soldiers can still carry too much on the battlefield but with TU penalties, as is the case currently.
3. Give each dropship a weight capacity that includes all the equipment carried onboard.
In addition, there are two bonus ideas:
a. Give dropships a storage unit that a player can fill and Xenonauts can access during a mission. This unit could come as default, or be a manufacturing project.
b. Add a storage unit as a secondary weapon option for the MARS. This could make it like a pack mule.
Personally, I’d go for solution 2 and bonus ideas a and b. I think this combination is simple, intuitive, but gives the opportunity for different playstyles without unbalancing the game.
Interesting I'd prefer option 3 with with a and/b but that's my style n preference
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4 minutes ago, Komandos said:
I also like it if there are tasks with a shortage of ammunition in the game. But when you have boundlessly huge ammunition depots on your Base, and the player does not have the right to take everything he considers necessary for any task - such restrictions seem artificial. If the developers want to add difficulties to me in the game, then it's better to place more enemies in the location than to deprive me of tools and the opportunity to use the tactics that I like best.
A bit harsh but prob fair
Milestone 2.06 Prototype Test Build Released!
in Xenonauts-2 Releases & Patch Notes
Posted
@Chrisalso can we have a random if pilot dies or stays alive if defeated in air battles as I think having the same pilot in say 200 days in different version of same aircraft just wouldn't happen