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JtL

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Everything posted by JtL

  1. Playtesting of the first 75 Days: Early game is nicely centred around cleaners, although I feel like there should be even more missions/content involving them, pushing aliens back. This would also push back some research like laser weapons (lack of alenium), since they make the game just to easy. Accelerated is still too skippable/uselss/not a proper stepping stone. Wild idea: make early lasers single shot/burst before reloading. Make it so that you need to capture alien energy weapons/officers/special ufo/VIP/whatever and needing additional research+engineering to make lasers as they are now, and then do it again for the recharging ammo (currently achievable at day 60, which is bonkers). Don’t like the disconnect of funding and panic. Panic doesn’t do anything from 1-99, there should be some sort of effect. Maybe more cleaner/alien activity in correlation with rising panic? Higher chance for landed UFO or terror mission? Does not has to be funding necessarily, but something. Heavy armour toggle is nice. Module system is fine, though I just always use rangefinder since it has the best value, thus rendering all other modules ‘useless’ (since single pick). Maybe increase possible module count for better armour tiers. Or make additional toggle exclusive to heavy armour -> utility vest, which has more inventory space and module slots. Tech tree changes are very welcome, although still lacking. Before the first UFO choices are to limited, then way to much all of a sudden. Give more research breakthroughs, like locking lasers behind understanding of alenium, which unlocks both energy utilization as well as weaponization. Research for counterintelligence/anti-cleaner missions, see bonus. UFO-Invasion pacing is weird, or I got unlucky. First UFO (Scout) only at day 25, and second UFO at day 60 (Destroyer, with Wraiths and Healingbots). This is very steep increase in difficulty for unexperienced players and a lot of downtime with not much happening (at least air combat wise, got some abduction missions in the meantime). Really miss the overwhelming swarm of X1-X-Division, where weekly to bi-weekly a swarm of 5-8 UFOs would run wild all over the globe all at once. Together with a brief refuelling period, a long rearming period and especially long repair times made for a very intense battle with lots and lots of strategic decisions, which UFO and when to intersect, since the remaining ones potentially had vanished by the time rearming was done. As it stands currently I just wait for an UFO to pop up, and then I always intercept, no afterthought what so ever. Bonus: Counter-Cleaner/Anti-Panik Mission Research program and engineering project (radar upgrade or so) to allow collection of additional intelligence in preparation for countermeasures on cleaner activities. Is target on one region (selectable), with each operational base that has a radar (or a special building intelligence hub) allowing to select one region. Reduces the panic increase of cleaner activity by 50 % and has a low percentage (but higher if panic is high) to trigger a counter mission, some tactical battle with cleaners present (could be cleaners preparing a base or UFO landing spot (which if left untouched will see an UFO land in the future?), convoy raid, plenty of options . If successful lowers panic by 5 or 10.
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