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gG-Unknown

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Everything posted by gG-Unknown

  1. I were suggesting the same thing few months ago. There is a game mechanic, soldier interacts with a PC to retrieve a data stick. Use the same game mechanic to open a simple dialog with civilian. Dialog offers: 1. stop movement 2. go to chopper 3. fallow me 4. do as you like ( reset to default behaviour ) This way, player gets a feeling he can interact with enviroment to a point where result of the mission "number of saved civilians" is not pure random coin toss, but rather result of his own effort.
  2. I have noticed, that glowing eyes glows even after death. I assume, that special glow is effect-ability of the live form, therefore killing the alien while he glowing his eyes should be valid method to "switch off" the glow. Thanks
  3. Selling aliens as (junk) food is real. Watch this : GIANT ALIEN LOBSTER Omelette and Spaghetti
  4. Everyone wants a stuffed alien in their hunting cabin, isnt it ? On top, it is nice trick, you can try catch aliens alive, then sell them for more money than cadavers. So, wealthy earthlinks could buy a luxurious yacht and the alien in a cage. Fabulous lifestyle! Perhaps, we can sell aliens as dog food ? It would be nice create such a system, where aliens eat humans ( which lizards do, a bit) also humans consume aliens. Result is, we are all the same.
  5. I like that. Consider make Sebilian heal when bite. Then suppress Sebilians AI "shoot civilians on spot", rather use unarmed civilians as healing device. They could also eat fallen humans to get full HP immediately and boost TU for 2 rouns while glowing their eyes. Consider alternate Servitor drone, the Defender. different texture shade is enough for graphic,Instead of healing friendly, servitor shoots down opponent throwabless (grenades, smoke nades,flash-bangs, ...) with 100% chance as special type reaction fire. Special reaction fire always happens Whenever grenade is incoming and servitor has TU he shoot it down. He has also chance 80% shot down Hvy projectile or MARS rocket.
  6. or update a wiki. The Official wiki is hopless. https://hoodedhorse.com/wiki/Xenonauts_2/Xenonauts_2_Official_Wiki I dont understand why hoodedhorse is taking money for nothing.
  7. This idea would solve the ridiculous situation when most of your soldiers are generals. It looks like an army of banana republic. 10 generals, 3 colonels and one soldier. Re-thinking a system of promoting into a classic pyramid (one officer has at least three subordinants )would solve a lot of issues.
  8. 1. it seems to me, that grenades tend to fly thru the roof and back. For example in the large room the ballistic curve goes thru the building. e.i. range inside rooms should be capped. 2. throwing a grenade for short distance should be done by lower angle of attack. (see artillery meaning), it should use different animation - like curling or bowling move. This way of attack is also more accurate. (bonus to accuracy) You can try it by yourself. Use a tennis-ball in your office. When you send a grenade like a bowling ball into a room, it is easy to do, easy to hit and very precise. 3. you should add an alien with tentacles who kick grenades back. Or an guick shooting alien robot (yes, the flaying one on the screenshot above ) who can shot down grenades as a form of reaction fire. Details matters :-)
  9. I am glad you are aware of "improvements" which are downgrade for majority. Although a simple stress system similar to first Darkest Dungeon include psychosis diseases might be fun for DLC.
  10. Pilots are missing, right. 1. Pilot should sit in his cabin and control MARS robot platform or machine gun of the chopper. This way he could do one or the other. Every landing copper has some machingun, so it can cover landing troops. I thing this moment is somewhat missing yet. Also it explains, why you cant use a more MARS platform on a mission than one. Simply becouse you need a skill of pilot to controll it. 2. Make sure pilot has no optical glasses ! I have seen a pilot with glasses even for fighter jets, that is nonsense. Also make sure, that pilots in fighter jets are young. It is proven that reaction time goes down with age. Fighter pilots has short career same as ballerinas.
  11. Is it possible to play "Collect data sticks" mission other way around ? I mean, is it possible to teach AI move in groups and try to get to various computers around base, collect as much sticks as possible then run away ? Or, opponents might just place a dynamite certain base building. e.i. something like Counter Strike mechanic. Aliens-cleaners want to raid in, place dynamite and defend it, for 3 turns until it explodes. It obviously destroy one base building. Also, base defence should use "reinforcement" mechanic. Player starts with small squad, like 4 soldiers then reinforcemennt of 2 more soldiers get into map every 4th round or so. Lets make several starting points around base, so player could choose where reinforcement appears. That way, player could block opponent, while reinforcement works like encirclement. Base defence mission are long and boring. Also graphic need some fluf. Still the same gray walls and floors are not exciting. Could you add some posters on walls like : https://store.airforcemuseum.com/i-want-you-patriotic-uncle-sam-recruiting-poster-950-004225.html Or put a colored lines on flors like certain hospitals use. A blue line lead to hangar. Red line leads to aarmoury, green line leads to dormitory and so on ... . Also Friendly AI should be on map. So aliens could shot enginers or scintists. Also, aliens could free captured aliens! Simply add more opptional targets for aliens to reach, so player have a hard day to defend them all.
  12. These ambush missions are still the same. I have an idea how to prevent a "shooting fish in a barrell" feeling. Make it so, the opponent has the first turn, but with 50% TU. It means, player would rather position their soldiers hidden, or at least into cover at the beginning. What you think ?
  13. Bad, finally ! Keep battle UI as clean as possible, put flags ONLY at armoury. Replacing text with coloured icon in armoury, (which is full of numbers) makes sense. It help to make screen more visually attractive. add name of state as tooltip on mouse over flag icon. (surprisingly low amount of people could recognize vietnam flag from china, or poland from russia) On the other side: Overflow battle UI with useless graphics fluff - ( or junk information) is step into wrong path. Check my recommendation for Miss-Hit text feedback.
  14. 5 weight sounds ridiculous while Knife has 10 Set it zero, and add supportive text: Perhaps you could add to the actuator description = > weight of the device is 50, however once the soldier takes it on, it is self supporting, so it feels like it weights 0 (zero) Then actuator adds 20 strength and 20 carry capacity. Pretty straight forward BTW Knife need to be way lighter than pistol. e.i. weight of knife should be 3-4
  15. Current mission "Pickup 3 soldiers" offers default victory condition : Eliminate all hostile units Add another optional victory condition - Take all soldiers on board. BTW >There is still the old version of mission briefing which suggests to left 3 positions open, even there is another mechanic implemented.
  16. Words tent to be misleading. Lines with crests for Diplomacy and Claims has wide spacing. Crests are fully visible. The top line "Titles" crests are overlapping to fit given space. Lets hope Criss find programming time for these small but nice features. Details matters :-]
  17. Rather compress them like crests at Crussader Kings, when you get too much land, or personal achievement, then they start sort of shift. Overlap each other, bit by bit, when needed,, to fit given space
  18. I read your article twice, I found that you are trying to say something, but I didnt found the point. Sorry.
  19. The font size should be part of options settings. In some range limits to prevent wierd setting.
  20. When you fine tune system for close firearm usage, it is wise to consider melee impact. It is known issue, when criminal with a knife get certain range to a police officer with a gun, then gun becomes obsolete. There are some movies showing "gun dance" but that is pure fantasy. I would recommend consider these: 1. Soldier who is hit (any form) get visible accuracy penalty in current (reaction fire) and next round. Pain issue. Of course some aliens or robots do not suffer pain. ( assume acc 10% penalty) 2. Soldier who is attacked (but no hit) in melee get same penalty as one who is hit by a range weapon.( assume acc 10% penalty) 3. Soldier who is hit in melee get massive accuracy penalty in current (reaction fire) and next round. ( assume 30%) 4. Soldier who kneel gets bonus to acc only for weapons typically use bi pod (mg, sniper) CURRENT MANDATORY KNEEL and BONUS ACC FOR EVERYONE IS VERY BAD. 5. Melle attack at kneeling Soldier gets bonus to acc AND dmg ( assume 30% acc to hit, +10% to dmg). This point is important! It brings dilemma kneel or not kneel! Kneeling always in front of door would not be so great idea when reaper could open it. 6. If attacker in melee achieves two hits in one round on one opponent OR takes at least 30% HP by one hit then it will force opponent kneel. even if opponent has no TU it will kneel. e.i. apply disadvantage. ------------------------------------------------ Whole tuning should revolve around the idea - close range shooting is accurate yes, but when you get face to face, then it is better to use melee.
  21. Holy smokes. Original Lara Croft was made of 230 triangles ! Get noticed she posses two cabbages. Perhaps you could think more about efficient (low poly) design ?
  22. Agree, melee attacks should have an exception. Allow melee overkill create a bloody-blob instead of dead body, but always keep items intact.
  23. Well, I have checked some other games, it looks like you hit the spot. It is common practice show Hits. No game use highlight Miss. For sake of Clean Hud and posstive feedback communication style - there should only be shown : numbers of damaged HP in red : 23, 34 confirmation hit on higher difficulty levels replaces numbers by word Hit in red : Hit !, Hit ! numbers in orange, for low HP damage in range 0 - 3 : 0, 2 confirmation hit on higher difficulty levels replaces numbers by word Graze in orange : Graze, Graze When attack miss, there is no text information. It fits into, >> well you have missed, it sad, so we will not talk about it.
  24. 1. A map with lots of people and lots of reapers. I though about a terror miission type. Reapers attack train station. Lots of people arriving by each train, continuously adding people to the map, to the different part of map, trains come at different train platforms. Player task is kill reapers (who multiplay), while preserve as much civilians as possible. Problem is, civilian turn could be long, which lead into boring gameplay. I dont know how to solve this issue. Anyway, the Idea is tempting.
  25. They changed the mission design, becouse Z-gen customers would feels uncomfortably under stress of failure caused by limited time. SO it is not a bug. it is intended. /////////////////////////////////// A suggestion : I dont like the new style eighter. Turning the mission into regular, "kill them all, as slow as you want" is lame. Perhaps it can be a time limited mission with TWO optional tasks ? e.i. no main task, no stress (snowflake friendly design) 1. optional task: free civilians as much as you can in 5 turns 2. optional task: kill as much as you can in 8 turns Trick is, tubes are beamed up (teleported animated) after first timer count up. Aliens are beamed up (teleported animated) after second timer count up. So at least, this mission would keep flavour, when alien is beamed up on the very last moment when he is under your barrel. Perhaps, in the first phase AI could manage "defend_mode" - defend tubes. Then second mission phase come alien AI switch to "avoid_mode", when aliens intetionally hide while wait for teleporter. Use smoke, run away.
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