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Skitso

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Posts posted by Skitso

  1. @Chris, on v2.15 the money seems to be pretty much on point at least for the first 2 months. Alloy drop rates on the other hand still need some tweaking. That, or Wardens and accelerated weapons need to require a bit more alloys to manufacture. With current drop rates, to require any thought process, Warden manufacturing should cost at least 6 alloys. Accelerated weapons should each require 2 alloys more. Otherwise, alloys are not restricting manufacture at all.

    At day 40 I've completed the ATLAS base, one abduction mission with 7 rescued tubes, two or three Cleaner missions and one scout crash site. On top of that, I've downed two probes. With the loot from those, I've built 6 Warden armors, 2 accelerated pistols, 2 accelerated shotguns, 4 accelerated rifles, one accelerated MG and accelerated sniper.

     

    EDIT: ok, upgrading aircraft guns to accelerated is 10 alloys each, which I can't have immediately to all my three interceptors at day 65, so that's good. I like that I need to work a bit to earn the upgrades.

  2. 4 hours ago, Cheostian said:

    Basically what the title says.  after about 4 missions I feel like my soldiers can carry whatever the hell they damn well want to carry without concern.  Pretty standard for one of my soldiers to have a rifle, two backup mag's, a medkit, a targeting assist, a smoke mask, a grenade, a smoke grenade, and possibly even a stun baton/stun gun and or an extra flash grenade, all while wearing heavy armor.  The only exception to the rule is shields, they weigh lot it seems.

    My suggestion...  increase time units and decrease strength for the soldiers.  That way the soldiers either need to operate light to utilize their full time units or they operate with more gear but take the time unit hit to offset it.  (with the average being a soldier expected to take a bit of a time unit hit as a standard)  To represent this is normal for the player without making them feel like they are doing something wrong, I'd have a third colour degree.  Instead of just green and then negative being red.  I'd have maybe a green/yellow/red or blue/green/red colour scale.  Where "underweight" with no tu penalty is the first colour, "average" weight with a small tu penalty is the middle colour, and "overweight" with a heavy tu penalty is the final colour (likely red) to discourage but not prevent, players from going that far.

    It's possible later gear and armor is actually heavier and I haven't gotten that far, but if the player doesn't feel good about the game balance 2 months into it, are they going to persist further in to see if it improves?  Perhaps if that is the case that gear later gets heavier, add a powered exoskeleton equipment or something that can be applied (like the gas mask) to increase soldier strength or have a "stim" research or whatever to scale up strength when it makes sense to do so.  Or make some story reason why the better gear isn't really much heavier perhaps.

    My 2 cents..

    Couldn't have said it better myself. This is a pretty important balance issue @Chris needs to tackle at some point. Currently inventory gameplay is way too straight forward and doesn't push players to make any significant choices.

  3. 11 minutes ago, Kouki said:

    Opening the yt link on my end plays the video from the beginning, do you remember around the timestamp when the bug happens? I'll just go and skip to it manually, thanks!

    Sure, just start watching from ~28:40 forward

    It's not a big deal, mind you - just a small visual, might I say... imperfection.

  4. 11 minutes ago, Conductiv said:

    as I play the non-experimental released version I'm very curious if these conclusions are relative to the non-experimental branch, or relative to previous experimental iterations. I know the comment is about the experimental branch.

    this is my view based on the current non-experimental release, looking at the same topics as much as possible.
    1. the early game cleaner missions can be a real pain, especially as..in my opinion.. this game isn't build for quick rush-in-and-out style tactics. and 3 of the 4 cleaner missions are timed with infinite reinforcements. the base is not..but its an early game mission where at month 2 the enemies have access to plasma weaponry (55 or so damage average per shot) and actually use their plasma grenades...on top of that the base has like 24+ enemies in it. on every run I do...those missions are serious speedbumps
    2. yes, and no...losses will have to be replaced, and past a certain point the rookie statline just won't do...training centers allow for a reserve to be build up. on top of that many weapons and tools actually need a fairly high set of stats to hit their breakpoint. but on the other hand...it takes like 4 missions to get almost +8 or so on most stats between medals, promotions and experience gains, and I agree that is very quick.
    3. agreed to the extent that they almost always grow equally across all their stats, this makes higher level troops almost interchangeable.
    4. cannot compare that, don't have rescue missions
    5. cannot compare that, don't have convoy missions
    6. alloys are abundant, but the bottleneck is cash and alloys themselves don't give the player any major advantage. if you have the alloys and a strong economy combined you can build whatever you want. both the latter and the former however are strongly dependent on how well you are doing and how many missions you can take on, and that in turn is tied again to how many resources you can use to get the tools needed. as such..if the player falls behind in cash or alloys (or alenium for that matter), it will be harder to get more of them. be careful about constricting access to resources or you will force only 1 way..the "optimal way"..to play. (bit over-dramatic, but I hope you get what I'm going for)
    7. agreed, even though the pop up after clicking usually makes it clear if you missed the icon or not..it would definitely be better to get some indication that you are actually going to click on the right spot.
    8. in my opinion, you can do away with survival rate altogether. its not what I count on, build around or select the medical facility for. its just ah..oh..he lived...kind of moment if it does trigger 

    There's not much point comparing experimental 2.13 to old stable version as the game balace has since been changed drastically in so many transformational ways.

  5. 31 minutes ago, Komandos said:

    The player's soldiers are more effective than the alien soldiers from the very beginning of the game. And with the development of technology, the player's soldiers will become even more effective. "Desperate struggle", in the game, goes only for money. At the same time, the game is not economic at all.

    Yes I know, but my point is that it shouldn't be like that. Xenonauts should be the underdogs against the superior enemy at the beginning and slowly fight their way up.

    • Like 1
  6. 3 hours ago, Komandos said:

    1. "Cognition comes through comparison."

    2.  The player's soldiers (in the game) are strong and effective enough from the very beginning to defeat the superior number of aliens. By developing technologies and training soldiers, the player makes his strong soldiers even stronger. You propose to slow down the player's development by limiting the amount of available resources, but by doing so you deprive the game of drive. 

    The player comes to the game for a constant stream of new sensations, so there should be no restrictions on the player's ability to constantly develop in the game (and not: "save and collect in the piggy bank").

     

    1. "Per aspera ad astra". No pain, no gain. 
    2. Here in Finland we have this saying "Through difficulties to victory", so I wholeheartedly disagree with you here. I feel these kinds of games should feel desperate struggle so you really feel the victory against superior enemy.
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