Shoes

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  1. @Ninothree In your terraformation idea, a game loss could poke at the fourth wall and explain that the aliens now begin to terraform the planet and are responsible for our/2018's climate issues we are facing. A little cheeky!
  2. @Drakon I like the thought put into your ideas. I would like to think that, even if a billion+ aliens were coming to Earth, if they were rational, they wouldn't start with violence. I could be convinced that 4000+ years of travel, forced by the nuclear destruction of ones planet, might radicalize the colonists. Generations were indoctrinated to believe that nuclear power is bad, and those who wield it are bad. Thus arriving at Earth with "no other option" but to save the Earth from the humans. I think most of these alien invader games have a hard time answering the question "why are they shooting first, and asking questions later?".
  3. Using Alenium cells like this sounds super cool. It's a bit like a slot system, but it fits well with the lore. It also gives marked progression to the player; hard starter missions should be significantly easier with a few Alenium cells. The research tying into it I think will promote replayability. Game 1 I could research offensive uses for Alenium, Game 2 could be defensive. Game 3 three I don't use them at all. I think this subsystem can be made into a very important, flexible part of the game. For example, here's one take: having an Alenium cell in battle is a leap in power akin to having a super soldier in battle. Losing a cell would be devastating, but unlike soldiers, you don't really have more on standby. Instead of the number of cells being a limiting factor, the "charging station" back at the base could be the limiting factor. You need an alien charger to keep the cells topped off for battle; they lose power otherwise, as a sort of safety feature (or whatever other reason). Raiding bases and big UFOs might yield charging stations, and gives incentive and unique loot to these raids. The fact that the cells need to be charged after use would force the player to carefully choose when to deploy the cells. Not every mission will run all the cells, but you bet that base raid will. And it will be nuts. The cooldown also makes it so the first Alenium cell doesn't suddenly, eternally make the game easier. Heck, maybe these charging stations are a dime a dozen, but the charge time for the cells is a matter of weeks. Maybe certain techs drain the cells more, and so you can run a laser weapon every battle, but only your exo-battle armor once a week. Whatever the implementation is, I like the idea of allowing game-breaking tech in the game, at a cost.
  4. I can get behind that. While the soldier can still shoot at an empty tile, it would require effort on the part of the player to remember where that alien was. If the UI can manage it in a pretty way, I think it would be beneficial.
  5. I always interpreted the kind of shot was simply how much time the soldier spent readying their weapon. A snap shot is as described: the soldier snaps to the target and fires, spending little time aiming. Nothing is stopping the soldier from taking their time in making the shot, except for maybe feeling silly that they're trying so hard to hit something they can't see.
  6. The original Xcom had it, and it didn't do much. I mean, maybe it did? But it did not factor into any of my tactics. XCOM2012 had that red fog mode, where an injured unit would be less accurate. Adding more detail won't net much of a benefit. It might be made more interesting if the consequences were permanent. A soldier who takes heavy or more damage to a limb loses some stats permanently, but other stats like bravery or perhaps gained perks are never lost. So maybe their stats don't end up being superb, their field experience makes them valuable. It might still be a moot point if the game is still heavy on the one-hit-kills.
  7. Given the shadow war approach the game seems to be taking, the local forces could be made hostile too. There is a possibility of stealth/non-lethal gameplay, and that could be expanded to local forces as well. Fighting aliens and their henchmen with lethal force, but carrying stun weapons in case the local forces attempt to engage you and the aliens. There was also talk about intelligence gathering being a requirement to missions, and that could be used to tag local forces are enemies or not, and maybe even allies. That way, if acting on weak intel, you might be required to investigate to see if the a unit is a local force or an alien force before killing/subduing. If acting on strong intel, maybe you are able to arrive dressed in their uniforms or something and fool the local forces to work with you. Time will tell!
  8. I like the idea of a dedicated "room" for soldiers to perform daytime jobs, such as working out. I think it would fit that a soldier becomes stronger through training, and that's how you get a high TU, high STR soldier. Things like bravery would be earned on the battlefield. This way your soldiers organically become more combat capable because their dayjob is exactly that.
  9. @Conductiv I think you and Chris are saying a lot of the same stuff. In a tactical battle, a soldier unit would be good at combat, and a science unit would be good at some other thing. If a battle needs fighting, you would want soldier units; if a battle needs some other thing, you would want science units. And sometimes, if you're in a pickle, then your science unit might have to do some combat, or your soldier unit my have to do some other thing.
  10. He also mentioned you would pick up more staff through missions, and that if you did manage to lose all the staff available, then yes, you lose the game. Maybe not because you can't hire any more, but because you've been doing so poorly the aliens have now won.
  11. The danger of being mind controlled, or at least influenced, could be used as a reason there aren't many aliens on the field. Any direct contact with an alien could be dangerous, due to revealing secrets about the base of operations, or because the soldier could be otherwise influenced. Then after a mission, this same reason can be used as to why soldiers need to rest; not only physically, but mentally. They also need to be rescreened to ensure that the aliens did not alter their beliefs or whatnot. I'm thinking it's a really potent device that could up the fear factor of aliens, and made to lamp-shade a lot of minor details.
  12. @SteelGiant Maybe the twist ending of having actually been working for the aliens instead of against the aliens could be one of the multiple endings. Would probably be a stretch to make it fit though..
  13. @SteelGiant I really like the idea that the Xenonauts may very well be a mind controlled alien strike team. It could, at the very least, be made into a sub plot. It's always fun being told to question yourself and your motives. Regarding going public or not, I could be convinced that the aliens already have a foothold in media and politics, and that displaying alien bodies for the world to see is harder to do in the Cold War era, and may give away important information about the Xenonauts themselves; such as the aliens knowing which attacks you have been responsible for, and using that data to figure out the base location, or the odds of you attacking other places. Turns into the Imitation Game.
  14. You've discussed stats being described in a variety of ways. The "Big Four" stats you're talking about now could be described as Ratings, and the rating increases as the unit gains points in related skills. For example, the Science rating goes up while the unit masters Medical and Explosive skills. Having a high rating could impart perks, which will be achieved nonlinearly, given that the rating moves for many reasons. I also feel like the Soldier-Scientist dichotomy could present some interesting mind vs body problems, but I'm not able to think of any! Additionally, units could have a "personality" trait that can't change through training. Practically, they would be perks, but they come free of charge, for better or worse. Massive Chalice had a system like this, but you were able to influence these traits in various ways. One such way was a personality trait that really just mimicked whatever trait of the nearest unit.
  15. I look forward to seeing the lore behind knocking an alien out of the war; will they exhaust their supplies of that race? Or will the "leader" of that race bow out of the war, suggesting a sort of joint alien army?