Jump to content

ElTee

Members
  • Posts

    136
  • Joined

  • Last visited

Everything posted by ElTee

  1. How do you organize your squads? In my last play through (V15), I did 3 4-man teams organized as the following: 1. Team Leader: M16A1, M9, Grenades 2. Rifleman: M16A1, Medipack, Grenades 3. Auto Rifleman: FN MAG, LMG Ammo, Grenades 4. Designated Marksman: PSG1, M9, Grenades It was pretty balanced, but it had some disadvantages: 1. Unless they got to high ranks, my squad would either have to move at the slow speed of the Auto Rifleman so he can have reaction fire, or abandon LMGs having reaction fire completely. 2. More often than not, I'd feel the need to split up in teams of 4 to 6. I'd have one or two guys go up north; four guys go to up the middle, three guys go north east and three going south east. So now I'm considering having two fireteams of four, and two Scout elements. So I'd have fireteams set up as above (maybe have two Riflemen instead of the LMGer?) and elements set up like this: 1. Rifleman: M16A1, Medipack, Grenades 2. Designated Marksman: PSG1, M9, Grenades I haven't used Shotguns since I figure they"ll have shit accuracy. Is it possible to throw ammo? Because maybe I could give the Auto Riflemen a pistol, and have someone nearby carry ammo without them having to go in the backpack.
  2. Yeah, really. If Chris wants us to build more bases, he has to make it easier. Not a fan of making it so you can't have specialized bases if you want to, though. Not only do you have to spend a million for a base, but you have to buy soldiers, living quarters, storage space, a hanger and chinook just to get a barebones base off the ground.
  3. I'd find it pretty ridiculous if I did miss a shot on an adjacent enemy. Unlike some, I don't push for realism for the sake of realism since Xenonauts really isn't that game, but that would be on the scale of "tribals chucking spears and killing a MBT" of breaking my suspension of disbelief. I think 45 degree deviation is a bit big and may force players to set up their squads just to avoid such crazy friendly fire.
  4. Okay, time to respond seriously since in the last posts you were just being sarcastic. I don't think there's a significant difference between say, Fallout 2, Jagged Alliance 2 and Xenonauts. I haven't played JA2, but all three are isometric turn-based games where you control multiple characters. The last two also have some elements of strategy. Even if they're separate genres, I'd consider them in practice to be as different as a FPS and third-person shooter. This is including games like Civilization or Hearts of Iron. Because of that, I think it's fair to say games like Wasteland 2 helped contribute to showing that there is an interest in such games.
  5. One other obvious point is the setting. No more hanger equipment. Ballistic weapons are free.
  6. Isn't that how it is pretty much every Christmas? All the "AAA" games release in the holiday season, then there's a dry season in the later months of spring and summer.
  7. Uh, no? It's a fact Xenonauts does not have shoulder/leg inventory slots like UFO:EU does. It's you're, btw. Not really. If people go as far as to compare XCOM:EU to UFO:EU or XCOM:EU to Xenonauts, I think we can compare UFO:EU to Xenonauts.
  8. How do I make specifically females weaker so I can have the ultimate simulationist realism experience? I'd like to give them -20 to Strength, +5 to Agility and maybe something else. I kid, I kid.
  9. It'd be great to have this. It'd allow you to carry a pistol over say, having to choose between have readily-available LMG ammo or anything else.
  10. So, how do the two compare? What makes them both different? One thing I notice is that Xenonauts doesn't have leg or shoulder inventory slots. Yes, UFO:EU, not XCOM:EU
  11. Really? If anything would contribute to TBS games being up, I'd say it was the massive success Wasteland 2 is for its' funding. That showed there's definitely a market for TBS games that aren't just civ/nation games.
  12. So, I accidentally clicked a new Role, and it brought up the prompt. I clicked escape, and it crashed.
  13. Where do you actually download a standalone of the latest version? I uninstalled, tried reinstalling and got some MCF error..
  14. I have no idea what made you think I didn't already know that. Although I am thinking of doing a playthrough where I make soldiers & bases much cheaper BUT constantly buy new soldiers to fill in the organization. Lance Corporals lead fire-teams. Corporals lead fire-teams and squads. Sergeants lead squads. Staff Sgt->Lieutenants 'graduate' out of the squad and end up leading a force of recruits or end up being part of 'elite' squads.
  15. You can just choose to not use it and keep your sense of immersion. Some of us give no care about 'immersion' in what's really a soft-scifi, abstracted game that isn't realistic. Thing is we can't change the country, gender or face anyway. If you make it one bit, you'd need to allow quotation marks and increase the character limit. So you have "Joker" Bob Smith instead of Joker Bob Smith.
  16. Shame. Atm the modded rank structure I use is: Private (Pvt): Lowest rank in the Xenonauts. Private First Class (PFC): Second lowest rank, for soldiers who completed training. In desperate cases, they may be Privates who experienced enough combat to be promoted. Lance Corporal (LCpl): Can serve as Fireteam leader. Corporal (Cpl): Fireteam leader but can also serve as the Squad/weapon section leader. Sergeant (Sgt): Squad/weapon section leader. Staff Sergeant (SSgt): Senior advisor to Lt, can act as platoon commander in his and the 1stSgts' absence. First Sergant (1stSgt): Senior advisor to Lt, can act as platoon commander in his absence. Lieutenant (Lt): Commander of the platoon. I was hoping to add one or two more ranks.
  17. I"ll answer by quoting my own post. The entire premise of my idea was that there isn't a mere static chance of crash sites appearing and instead adding AI for NPC human aircraft. Huh. Didn't know that. Lemme fix that: B. Competition while also providing some small relief, since downed UFOs can't start a research or terror mission.
  18. Regarding the first and second question, you already answered it. The point is that through training, you'd boost a specific attribute. Like I said, I already am against the idea of additional constructions anyway. Let alone having to have like 4-8 of them. It /does/ make it into a class system when you get a bonus for using specific equipment. A lot of games (not just videogames) have the weapons they use as a primary factor or even the only factor of what the character class is. You don't need to name classes for classes to exist. The last point: If I give someone who only gets a bonus for precision weapons a laser carbine, I am effectively penalizing myself for not optimizing and giving him a precision weapon.
  19. Mhm, that's a good point. Personally, I don't like the idea of having a bunch of Sergeants being my new line of rookies anyway. Personally, I don't like the idea of mechanics disappearing. Which would be the case if you increased the starting rank as is and StellarRats' suggestion on national airforces. I like the idea of countries' airforces gradually improving. Not fast enough they can be on level with you, but not slow enough they essentially don't matter. This would also tie in with my suggestion of being able to induct interceptors/dropships for when you lose an aircraft and there's a UFO/crashsite around.
×
×
  • Create New...