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TrashMan

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Everything posted by TrashMan

  1. FYI, the Exploration aspect of Phoenix Point is getting a complete overhaul (for the better) with the next patch: https://feedback.phoenixpoint.info/ https://feedback.phoenixpoint.info/feedback/p/base-discovery-and-activation-rework https://feedback.phoenixpoint.info/feedback/p/exploration-rework
  2. Any game that requires resource X will always have a preference for getting as much resource X as possible. It is common sense. And you cannot really get rid of resources. It is not money, it will be something else. You CANNOT get rid of the "optimal ways to play" thing. At beast you can muddy the waters. There will awalys be a best play to do in any single scenario. But I do agree, offering multiple solutions to a problem might be a good idea to spice it up. Personally, I think that maybe having aircraft and aribases as a separate thing (built on the geospace as a standard template, NOT like a regular base, you don't build specific facilites), so interceptors would not be housed in your regular bases at all. Just troop transports.
  3. This is one argument that I never undestood. That a common sense strategy is bad. It's like saying that puling a trigger on a gun to shoot people is boring because it's such an obvious thing, so everyone does it. There is an old saying, amateurs talk about Tactics, Experts about Strategy and true Master about logistics. War IS logistics. There's a reason Roman armies were so good - they had excellent logistic chains. How would you even define expansion? Globe coverage? Advancement? Discovery? Now I'm just rambling here, but I'm not really sure what IS the problem or if it IS a problem at all. There could certainly be ways around it. Start with a base on each continent? Have reduced/no penalites from continents without a base in the early stage, with some expected expansion goals you are expected to meet (you have a goal of 1 new base by the end of month 2, for example), or else you face penalties. Kinda works like a timer as well.
  4. TrashMan

    So, who wants more cool aliens?

    Did you try the new update that just released? And another one with even more great changes is also coming. The Devs listen to the community and have tracker of all features. It's getting better and better. As to JA2. I consider it as a gold standard. You can say Xenonauts isn't trying to be that, but if you're making a squad-based tactical game, there is no better benchmark. No game does the "team of humans with guns" better. So any time I see a so called squad-based tactical game that misses 90% of the tactical options, my heart sinks. Climbing on roofs, different movement speeds (sprint, run, walk, sneak), stances (standing, kneeling, prone), tons of equipment, fatigue/breath, proper bleeding and wounds, etc..
  5. I prefer to custom-design each base according to my playstyle and needs. Travel time alone should be a big factor in why multiple bases are needed. You're defending the entire planet. Having ONE team in one base is beyond retarded, even conceptually. If anything, I think you should START with 2-3 bases, tough minimally equipped (as in, mostly unbuilt).
  6. TrashMan

    So, who wants more cool aliens?

    Phoenix Point is actually pretty good, especially with the new updates, so it utterly demolishes your point. And funny you should mention JA2, since all it's opponents were human (unless you turn on the sci-fi mod, which adds the crepitus), and at no point was I ever bored or though the game lacked anything (despite laying the game many times). Probably because the core combat mechanics were so damn good. Still the king.
  7. TrashMan

    So, who wants more cool aliens?

    No need to push an argument into extreme. No one said all enemies should be clones and act the same. But why should the aliens be a circus collection of super-different creatures? Yes, it is visually more diverse, but everyone and their grandmother does it. You might as well say humans are boring because we all have 2 arms and use guns. I guess a sniper and heavy machingunner are the same. It doesn't, but for a species to form a space-faring civilization, certain requirements have to be met. Developed brain and visual sensors, flexible and strong manipulators, enough strength and endurance, etc...
  8. TrashMan

    So, who wants more cool aliens?

    Uniquness for uniqueness serves no purpose. Trying to create "original" aliens can backfire. No, I don't think every alien needs unique mechanics/skills/powers. In fact, I hate that concept, as it feels too game-y, too artificial. Then again, it depends. On the setting/universe, the feel and so on. For Xenonauts 2, given it's setting/atmosphere, I'm more for the down-to-earth, believable aliens. Everyone and their grandmother does the organic, body horror aliens these days. Shape shifters, mutations and transformations? MEh. Garbage IMHO. And yes, the CODEX was EXTREEMLY stupid.
  9. TrashMan

    In the Defence of Armour

    How is what I described a random status effect? It's not random (depends on what is hit and how hard) and it doesn't last a turn. A crippled arm doesn't heal itself in a turn or two. That is a terrible way. Not only is it less coherent and sensible to have random, pointless limits like that, but it also screams ARTIFICAL. OR are you telling me you wouldn't have to explain that to the users, but something as natural as bleeding or broken arm is too complex to understand?
  10. TrashMan

    In the Defence of Armour

    Yes there is. There are plenty of other games that had such system, it's simple in how it works. You either use 3D collision detection to determine which body part is hit (my preference), or a simple probability modifier depending on body part (I.E. - first roll to hit, then if it's a hit roll to determine which body part is hit). So, for example you'd have a 50% chance to hit torso, 10% head, 10% left/right arm and 10% left/right leg. If you want to go the extra mile you can add the abillitiy to target specific body parts, which would increase the odds of hitting. Fallout had that a million years ago and it's an ancient game. It also had specific body part damage consequences too. Damage to limbs and body parts can range from bleeding, AP loss, daze/confusion, accuracy loss, blindness, immobilization, inabiltiy to use two-handed weapons (if arm was disabled), etc. All of these are interesting because they add more variable to the battlefield. Having to drag one your knocked out/immobilized/wounded men into cover, having to switch to pistol because your arm is shot. All of these are interesting and ad more gravitas to the battle.
  11. TrashMan

    In the Defence of Armour

    I'll also add that turned-based games with too many troops are a slog, and that squad sizes shouldn't be too big. I'll never bring more than 12 troops.
  12. TrashMan

    In the Defence of Armour

    I am going to LOUDLY object to this patiently false statement. There's nothing complex about it. Every turn you are going to be selecting and moving your troops, so you are going to be seeing the armor of every trooper. Not that the detailed armor info is THAT important, since limbs are less likely to get hit to begin with. It is also a false assumption that a player needs to have ALL the information and that it has to be super-accurate.
  13. TrashMan

    In the Defence of Armour

    Max, I don't want to sound confrontaional, but I do not care. I'm telling you as it is, weather you believe it or not is not my concern. These boards are slow so I generally only drop by 1-2 times a month (or when I'm bored) to see what's new. I have no idea how I missed that discussion. There was nothing to draw my attention to it I guess. Perhaps because the armor thread itself was so inactive. Either way, you checking my posting history... assuming I'm a liar even tough I have been here from day 1 and never lied nor do I have a reason to lie....you sure aren't earning any trust points from me.
  14. TrashMan

    In the Defence of Armour

    I would have commented... IF I KNEW THE THREAD EXISTED. How the hell was it even up for 2 months with so few noticing? Lul in activity? Corona? Then again, I'm not camping on those forums 24/7, such important things should be advertised. Especialyl if there were few replies, the devs should have gone and placed a big "Look guys, we need feedback on this, please take a look" message on the top of the forums.
  15. TrashMan

    In the Defence of Armour

    That the entire system went by without enough feedback from the community is dishartening. Reading that description, I can't say I like that system. Still better then nothing.
  16. TrashMan

    In the Defence of Armour

    Is what I proposed really that complex? 7 armor pieces (or 5, if left/right arm and left/right leg are mirrored, but that make asymetrical armor impossible), each with 2 protection variables. I don't see what is hard to understand, if the armor has 50 protection and 70 coverage on the arms it simply means the armor covers 70% of the arm effectively with 30% being a weak spot, hence a 30% chance to hit a weak spot if the arm is hit. I don't think it is possible to simplify this system further without loosing all the good part about it.
  17. TrashMan

    What's the late game looking like?

    Speaking of Mind War, I can think of 3 different ways to spice it up/make it better, since 1 turn to activate it seems cheap: The soldiers fighting back during the Mind War. 1) The higher his willpower, the higher the penalties on all attributes while the soldier is MC'd. Even if he cannot fully break out of it, he can shoot worse than a star wars stormtrooper 2) The solider under MC gets a semi random TU cost increase for all actions (dependent on willpower) 3) The soldier under MC can at semi-ranom intervals (depending on willpower) simply suddenly stop and loose TU's All of these simulate a soldier fighting back.
  18. TrashMan

    Weapon Asymetry

    It doesn't fundametally change much. Weather you research a weapon upgrade/addon like a stabilizer/silencer/scope or whatevr, you build a new gun. It is still new research and new production. The difference is aplicability. While a completely new gun would be self-contained, a scope might be fitted on different guns.
  19. That would be an interesting mechanic. The game has the alien mothership moving around the map, nuking big cities, with smaller UFO's hitting smaller settlements and doing terror attacks. You would be in a race against time to find a way to stop the mothership while there's still something left to save (and before humanity surrenders, although technically, you could still keep the game going after that, since you refused to surrender)
  20. Nah, the annoying gameplay gimmick aside, the concept itself is what I hate. The idea of data having a physical form, ignoring the laws of physics and being defeated with bullets is so utterly retarded it offends me on a deep level.
  21. TrashMan

    Weapon Asymetry

    BOOOOO. Hiss, hisss! I can kinda accept weapon families being researched in an order, but only if it's not the research end, but rather the start of research. That is to say, you unlock ballistic, then lasers, then plasma, but as you move on, more research in ballistic and lasers is unlocked. Basically, new application of newly mastered tech on already existing weapons. Most people seem to have a very limited thinking of "high-tech sounding and looking = better than low-tech sounding and looking", which has no connection to reality whatsoever. A lot of high-tech things are horribly inefficient, expensive and can have some serious downsides that are way too often ignored. I find it funny that 40K of all settings tends to be a lot more realisitc in many aspects despite it's over-the-top nature compared to some settings that are supposedly more grounded. Plasma guns in that setting are powerful, but can overheat and explode in your face and have low rate of fire, which is why you want mixed weapons in a squad.
  22. TrashMan

    Weapon Asymetry

    Earth tech >>>>> filthy xeno tech Ballistics is king.
  23. TrashMan

    Weapon Asymetry

    Why do some many devs hate the ballistic family?
  24. TrashMan

    Weapon Asymetry

    Why is that annoying? It's like complaining you have to carry an AT missile to kill a tank.
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