Jump to content

Skitso

Members
  • Content count

    1,968
  • Joined

  • Last visited

  • Days Won

    6

Skitso last won the day on October 11

Skitso had the most liked content!

Community Reputation

35 Excellent

About Skitso

  • Rank
    Commander

Converted

  • Location
    Finland

Recent Profile Visitors

12,227 profile views
  1. Great to see you again kabill. Hope to mod with you once again.
  2. Congrats! Havea great honeymoon!
  3. 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)
  4. Skitso

    Night missions

    Because of suspense? This is kinda same subject as view cones. I just like the additional horror element it gives me...
  5. Skitso

    Xenonauts-2: Soldiers

    Maybe each subsequent autopsy could just add probability of correct forecast so the system wouldn't be so binary and predictable. Even with couple of sebillian autopsies done there could still be a surprise androns in the ufo?
  6. 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.
  7. Skitso

    Xenonauts-2: Ground Combat

    Having a possibility to postpone the endgame isn't enough to satisfy my need of a longer campaign. The pacing needs to be compelling for the entire length of the game so that new tech and aliens are evenly spaced out from start to finish and not so that everything is rushed in within the first 25 missions and from there I just grind mission after mission with nothing new to see or do.
  8. Well I might have exaggerated it a bit... X1 had just about perfect balance between strategic and tactical gameplay for me. That said, I have a full confidence that you know what you are doing with this game though. Micro managing nonessential stuff is just not my cup of tea in any game.
  9. I'm constantly worrying that the geoscape portion of X-2 becomes over designed and over complicated micro management hell. I've always seen the geoscape more like a no-stress part of the game where I can just choose missions and make easy choises about what to research and build next. I hope Chris and the team can keep the focus of the game where it belongs...
  10. Skitso

    Xenonauts-2: Ground Combat

    I agree. 25 ground missions seem like a really short game, where you don't have enough time to experiment with different weapons, technologies and gadgets or get to know alien races before new ones emerge. I don't want to have new tech and aliens in every mission. Getting to equip new weapons and armour should feel like a great accomplishment that you have to wait to get. I'd say 40-60 missions sound about right in this type of game.
  11. This is a brilliant idea actualy!
  12. 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.
  13. Skitso

    Xenonauts-2: The Geoscape

    While I like almost everything here, I'm not entirely sold on the idea of completely open ended objective where you can do what ever you see fit to advance to the end game. I feel capturing certain key alien and tech to advance plot is required to get a better strory arc with important plot steps. The proposed system here sounds too much of a commonly disliked Ubisoft game design style where you just simply check boxes and fill bars to complete a game.
  14. 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.
  15. 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:
×