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Skitso last won the day on May 21

Skitso had the most liked content!

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About Skitso

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  1. Yeah, one of the biggest issues I had with the original was how sterile everything looked, sounded and felt. I'd love to see crashed ufos surrounded with fire, smoke, broken houses, fallen and cut trees, debris, alien corpses and random bits and pieces scattered around. Also, landed ufos (at least at the moment) look like stationary buildings that are part of the scenery rather than some otherworldly space craft landed there... It might help to rise the landed ufo half a tile up and add some landing gear beneath them maybe? Landed ufos could also have some alien machinery set up around them or something to differentiate them from crash sites as if the aliens are performing some tests and calculations or what not. While I don't miss full voice over for the marines, I agree that their death screams need to be brutal and varied. I find the old FPS game called Blood has pretty much the right idea on it's cultist voice over how it should be done:
  2. Here's a really quick photoshop of what I was thinking with a cleaner look. I didn't have access to any official assets, so pardon the ugliness of fast clone brushing . I also didn't redraw any assets, but I would reconsider the button icons as they are maybe not all perfectly intuitive.
  3. just a visual thing: for at least my 27" monitor, everything seems a bit too large and clunky. People love immersive, unobtrusive UI's nowadays so maybe consider making things a bit smaller, transparent and "out of the way". I'd love to be able to switch on/off things and scale things in options. I don't use and need visible visible buttons for map rotation, elevation changes or menus. Please make them an optional thing. Visible enemies on the right side edge are way, wayyy too big. Also, all the buttons that are above the main UI (fire modes, grenades and stuff) seem visually somehow out of place. Can't quite put my finger on it, but I'll play around with it and post an alternative look later. Cheers! Game's looking amazing otherwise!
  4. Great to see you again kabill. Hope to mod with you once again.
  5. Congrats! Havea great honeymoon!
  6. Skitso

    Night missions

    Yeah, I hear you. Turn based geoscape could be a solution to force people to take night missions. (Missions could expire before morning/day turn)
  7. Skitso

    Night missions

    Because of suspense? This is kinda same subject as view cones. I just like the additional horror element it gives me...
  8. I rather enjoy the claustrofobic feeling that restricted vision cones give. It's not just a gameplay topic, but a fundamental thing that changes how the game feels.
  9. Nice work with the illustration. For my tastes, it's wayyyyy too cluttered and busy though. I like my games clean and simple. The less intrusive the UI is, the better. As long as all the relevant information is still available, of course.
  10. Smartest, most efficient and logical AI isn't always the one that offers the most fun game play experience. Sure, it should offer a hard enough challenge, but I feel that a "good AI" requires a lot more than an opponent that does all the right decisions in every combat scenario. AI should have varied, fun and unexpected reactions to players actions so that a player could never be 100% sure what an opponent does, even if the "right action" was obvious. AI can and should do wrong moves every now and then. Stupid mistakes are fun, as long as there's some logic why the enemy does what it does. Moving back and forth between two covers burning all the TU's and not run away or shoot a Xenonaut standing in the adjacent tile is wrong kind of stupid behavior. Don't want that.
  11. I'm not sure if the kickstarter demo mission is meant to be a night mission, but it really needs a more brooding atmosphere. I'd like to know if reduced FOV, darker tiles, flares etc. are still planned. An example from my X1 Oppressive mod what I want:
  12. Current UI is place holder though...
  13. If I remember correctly, rushed end game was because of budget reasons. There simply wasn't enough time or money to test, balance and polish the game beyond corvette. I'm sure Goldhawk won't make the same mistake with X-2.
  14. How about this: the minitabs are minimalistic on default, and when mouse hovering, it displays more info? Minitab could also be removed while details are displayed so there's no duplicate information on screen.
  15. Nice idea, but for me that looks way too busy. I'm really struggling to find a solution that looks clean but also displays all the relevant information. Better place for flag is next to the name in the main UI, it's a bit too much in the minitab I think.