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Skitso

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Everything posted by Skitso

  1. 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..
  2. Ok, a flag... yeah, well.. ok. :)The movement path could also use some prettier graphics than those huge green boxes in the first place. Something a bit more subtle maybe?
  3. What is the bottom icon (left of the blue bar) representing? I get the health and time units but the third icon is a bit abstract to me...?
  4. Yeah, unit moving speed should be higher or at least changeable in the settings. Also, animation speeds still need adjusting to better reflect moving speed. Units are sliding on the ground when running atm.
  5. It could be cool, more informative and fun if the higher end damage rolls would add a 'critical hit!' text in addition to the normal damage number...? It would give a more concrete reason why my armored xenonaut was one shotted.
  6. Looks awesome. Hope GH includes these in game!
  7. I hope they can make collapsing buildings a bit more visually appealing though...
  8. 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.
  9. The longer you wait, the better aliens will be spawned. Think it as if they had more time to equip and ready themselves..?
  10. 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...
  11. 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?
  12. 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.
  13. 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...
  14. Maybe a center screen popup text after killing the last enemy stating that the alien threat in the area is neutralized. And an "Extract xenonauts" or "end mission" button...? At the moment the mission ends too abruptly.
  15. Over react much? And btw, I have not insulted you as a person. I just told how i have percieved your behavior on these forums. And I have pondered your hostility towards this project way eatlier than today...
  16. I'm a long time lurker and have read these forums for a really long time, I just need to say that as a matter of fact, you have been acting like an ass lately... and I say this without wanting to take any sides. You just need to calm down and learn to behave like the rest of us, mmkay?
  17. Soldiers could maybe have one additional 'progression' or 'potential' stat that would show how much and how fast one could gain experience?
  18. I think the way the ufo's are designed in the game atm is far from optimal in both visual and gameplay perspective. Tile based ufo's could be randomly broken after crash landing or blown up with c4 and other explosives to create holes in their hull for alternate entrances. They would also look better (like chinook) displaying inner walls when xenos are inside. Though, I'm sure there are reasons (technical, time, money) why it hasn't been done like this. It just looks a bit odd that ufo's visuals are handled in a totally different way than the rest of the ground combat interiors...
  19. Yeah, not all props need to work as cover. Shoud be pretty easy to add flavor props that dont have any gameplay properties what so ever. Small stones and rocks, debris, grass, bushes, all kinds of random crap.(JA 2 is a great example for this!) The maps could really use more stuff to make them look lived and not just artificial shooting ranges.
  20. Couple of weapon balance ideas: would it be possible to alter shotgun blasts to be a wide angle spread fire where all pellets would be fired simultaneously. This way it could hit multiple targets thus differenting the weapon and making it better without just upping its damage. I think sniper is ATM too good all arounder weapon. It's accuracy should be good when target is far away, but be almost unusable in close quarters. Could it be changed to miss more frequently if target is too close to the sniper? You shouldn't be able to shoot and reload rocket launcher in one turn.
  21. It could be a good idea to add a small state icon (similar to bleeding icon) in soldiers portrait for heavy weapon penalty, panic, in cover, suppressed and other states too with additional tool tip information on bonuses and penalties affecting the unit. BTW, I think there should also be a penalty for being hit. If you are shot, it should reduce AP, aim, reflexes etc for the next couple of turns.
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