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GIraaa

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Everything posted by GIraaa

  1. I think everyone is overestimating the skills of the development team, I've made a number of great suggestions earlier in the development phase, including air combat, none of which were taken into consideration saying that they lack the development power.
  2. Alright, thanks for replying, please consider it as a DLC add-on in the future, I'm willing to pay, and I bet other players would too
  3. What do you mean by number 2? It's a bit unclear. For number 1, it would make sense as long as price is tied to the sum.
  4. Not nervous about it, most PCs are capable of handling these changes, as we are not asking for improved graphics.
  5. Yeah, that is awesome indeed, @Chris hopefully you are seeing those posts, otherwise we are all just wasting our time here
  6. I would increase the HP of both soldiers and aliens to make the battles go for a bit longer, especially when armor is worn or dealing with armored aliens. And on top of it I would let med kit heal the infection as long as it didn't go for more than 3 turns.
  7. Folks, while this is an interesting suggestion, I suggest starting a different thread with this recommendation
  8. X-com Apocalypse was an awesome game btw, real time combat, I really enjoyed it. @Chris what are your thoughts on the 5 recommendations in this thread? Any chance of implementing those?
  9. I think that civilians should disappear from the map, or run towards exits once reached by X2 squad members. except of the armed ones, who could assist in battling aliens.
  10. Base defense guard is also a good idea, btw, what I am suggesting is an option, you can use AI to combat aliens, or you can manually micromanage everything, the choice is yours. If you choose AI general to do so, you select the general with the corresponding skills, and choose a strategy, let's say you got 3 strategies, one that is aggressive, like mass assault, one that is defensive, like waiting on aliens to come to your troops, and one that is something in the middle, where your troops carefully navigate around seeking the aliens out while using cover at each opportunity. Obviously there is no limit to the imagination around strategies to use, and those too can be researched and changed around as needed. Good example of such mechanism can be explored in a game called Endless Space 2, check it out.
  11. I think that medical centers would become more relevant if AI controlled battles are added on all tactical missions.
  12. Personally, I haven't had a chance to play a base defense mission as all UFOs would get destroyed by my base cannons (just 2 cannons on base get the job done), which I think needs to be adjusted, as it's just way too easy to avoid a base defense mission. Regardless, I made a post in another thread about introducing AI controlled combat through "generals" that have their own skills and leveling ramp, so in essence, as a commander, and before the mission starts, you give out the strategic orders of what kind of strategy you want your base defenders to take, and your general executes it tactically. All you got to do is grab some popcorn and watch your soldiers eliminate the alien intrusion, I think this would be a very fun and entertaining experience through being able to simulate different combinations of weapons and different strategies and simply watch them in execution without having to micromanage every single move on your own. Obviously, there are many different ways to possibly tweak this base defense experience, like adding security stations, cameras, turrets, and other in base upgrades which can give you an edge once the base defense battle is on.
  13. Yeah, I don't know about the city ideas, I'd just stick to the original 5 recommendations I listed in the very first post, we got to be considerate with the amount of time programmers have to make all those additions & changes, as well as the overall budget this project has. Perhaps if they add some DLCs and other content to raise more funds, they could add some more stuff later on.
  14. Good observation, I also found them to enjoy running into UFOs, and get shot by aliens
  15. Yes, size of one fleet should be limited to number of hangars in one base, aside from that you could call in reinforcements from other bases, and those fleets could join mid battle to assist your current fleet that is battling the UFO fleet. This would of course require the air battles to go for longer, to allow for some time for reinforcing fleets to arrive (from both Alien bases and Player bases). I don't think we need to add another story for the bases or make it super complicated at this point (the idea is to keep the bases flexible to however the Player wants to design them), as programmers would hate us for it lol, but in general what you are suggesting is also a good idea, maybe something to add when X3 comes out?
  16. That's actually a good idea, you think you are going to battle 3 UFOs, you enter the battle, and all of the sudden alien reinforcement flies in, which you can see on your global screen, and which you can also intercept with another fleet of yours, or let it reinforce their UFO fleet which you are currently battling. As you see, this creates more realism, more scenarios, and more potential outcomes and excitement
  17. Number of UFOs flying around should correspond to number of active alien bases, which btw I only encountered just 1 in the whole game so far, so if you take out their bases, you also reduce the number of UFOs flying around (there should still be a minimal number flying around assuming you took out all of their bases). New alien bases should spawn with time, just as you build new bases with time. Now regarding fighter jets, let's be real, hangars take a lot of space on your base, you can only place so many of them at a time while keeping your base diversified in operations.
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