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Skitso

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Posts posted by Skitso

  1. I absolutely agree with Solarius; I would take a bit odd looking random map over a stellar looking pre made one any day. Knowing that this location is completely unique and that I will never be here again nor will anybody else gives that special something to games with randomized content. Pre made maps tend often to feel too appropriate, too planned.

  2. Yeah, I've been suggesting fire, smoke and debris around grounded ufos many times in the past, but at least for now it hasn't been implemented. I hope map editor would support placing smoke, fire and broken tiles for more broken terror sites etc. Hope Chris sees this and gives us more destruction! :D

  3. I should probably inroduce myself too. I'm 35 years old oldschool gamer and a has been indie game developer (our last game must be something like ten years old at least)from Finland. If you want to check my old games you can download them for free at http://koti.mbnet.fi/pacbros/skitsoproductions/index.htm

    Mine Bombers is an old top down mix of Bomberman, Dynablasters and Boulderdash, works only in Dosbox, Pac Brothers is newer and windows compatible Bubble Bobble clone with a hint of Pacman. :)

    I have lurked on these forums almost from the beginning(?) as I find it super intersting to follow a game project like this and see how it improves over time. Nice to see you all, and thanks GH for making this game. Looking good, hope you can finish this in a quality this game deserves!

  4. I think I would enjoy JA2's system where injured units (excluding super-tough genetically engineered alien with massive endurance and pain tolerance ;)) lose AP's. You shouldn't be fully operational seconds after you've been shot. Pain, shock, out of breath, confusion, you name it. And the more you are hurt, the more AP's are lost. A partial AP loss should also be in effect until the unit is healed or maybe even until the end of the mission or until the unit is fully healed at the base..

  5. And other: rookie solider haven't enough TU's to use sniper rifle in right way. He have 54 TU, but shot costs 62. Player can skip so much turns as he wishes, but soldier will never make this stupid aimed shot!

    This got me thinking.. what if xenonauts could "over spend" TU's to perform actions automatically in the start of the next turn. So a rookie with 54tu could fire aimed shot (62tu) with sniper, but it would not happen until the start of the next turn where the extra 8tu's would be spent. It feels more organic and natural that different actions could flow from turn to next.

  6. I can see the numbers thing being pretty useful, I'll have a think about ways we can get them in.

    Suggestion: every time you hover the cursor over any xenonaut or selection bars in the hud, all soldiers would show the green "selected" circle around their feet with white number on top of their head? Also, the white triangle over the selected xenonauts could just show the number...

  7. As for getting around in game, at the moment it kind of sucks vs the original. Minimap let me know roughly where everyone was, and the 1-16 bar only helps if I know where each of the 1-16 actually are at any given time, and there is no visual indication of a soldier's number at a glance

    Thats actually a really good point. It might be a good idea to show the corresponding number beside/over/below xenonauts. Maybe even put the number inside the green selection circle?

  8. Sniper rifles should NOT have a penalty for close range firing. They are already penalized enough compared to an assault rifle because of the firing rate difference (which becomes very significant in close combat.) It also makes absolutely no sense to penalize them at close range. I don't where people are getting the idea that somehow the magically become less accurate at closer ranges. If anything they should be able to void cover at close range because you can aim through a keyhole.

    While the game is turn based, it simulates real time combat. Sniper rifle is not an optimal weapon aiming through a scope trying to track a fast alien charging at you few meters away...

    If you have ever played CoD or any similar FPS, you should know who walks away as a winner if a sniper meets shotgunner in close quarters.

  9. any suggestions from you guys for simpler ways we could make the choice between normal/sniper rifle a bit more interesting?

    It should be much, much harder to hit up close enemies with a sniper (some severe aim penalty if target is witih 10 squares or something) and there should also be only one aim level with high TU cost. This should make snipers more vulnerable in close quarters and they would have to also rely more on a hand gun when enemies are up close...

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