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GizmoGomez

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Everything posted by GizmoGomez

  1. And by placing your bases in these locations you are able to cover and defend the world fairly well? How many bases do you get up, usually? I place my first base in Alexandria, Egypt.
  2. Metal Gear Solid 6: Guns of the Xenonauts. A stealth X-Com-esk game would be intense.
  3. The game engine probably doesn't support what you described, even though (if properly implemented, of course) it would look just as good and work better, asset wise. If given the chance to redo Xenonauts, the devs probably wouldn't have chosen to use the same game engine as Diner Dash.
  4. A couple notes: In air refueling wasn't available everywhere at that time (as far as I'm aware, at least, I could be wrong). Also, the MiG-31 only carried four missiles, so we're actually not that far off. I agree, though, I'd like the missile truck to, you know, actually carry a bunch of missiles.
  5. I agree with the above statements; we shouldn't be rewarded for not choosing to play the ground combat. We should be compensated, certainly, but not given more than we would get from the crash site. Instead of making it an air strike, it should be something more along the lines of "Local Forces Assault." This way, there's [*] No lore-smashing, immersion-breaking, "nation air striking its own people" ridiculousness. [*] The funding nations would actually get the materials they want instead of blowing them all up. [*] The player would be paid for the "sale" of the materials that the Local Forces recover (in that they are Xenonaut materials under the treaty, but the nation buys them from you upon their acquisition), and nothing more (after all, you didn't do anything but shoot down the UFO).
  6. I agree; we shouldn't need to use gamey whatevers to play the game. Loading up soldiers with tons of ammo and dumping it in the chinook isn't what we need. Brilliant idea that could/would solve the issue: I really like the idea of an ammo crate in the chinook. Really like it. People's got a point; why wouldn't they have a box in the dropship that has spare mags? Personally, and I don't know if this'd be possible, I'd make an "Ammo Crate" equipment entity permanently assigned to each dropship (like soldiers are assigned to dropships) in the soldier equipment screen. Here you'd be able to load stuff into the inventory squares. In the dropship management screen you'd have another "ammo crate" symbol to move around (like you move around soldier starting positions) so you can decide where to place your stuff. It'd just pile the equipment on the ground on that spot. The "ammo crate" would be limited in what it could carry because of the size and number of the inventory slots. I'd recommend making it large enough for rockets, C4, grenades, and ammo, but not large enough for weapons or shields. I'd recommend this kind of set up: The rows are one high, and three or more wide. Ammo, rockets, grenades, and C4 would fit easily in the spaces provided. Weapons would not; not even stun batons or pistols. (This could be altered by making the spaces 2 high and less than 5 wide if we wanted to allow pistols and batons). More rows could/would be added for higher-end dropships to accommodate the larger number of troops.
  7. Maybe you should alter the title of the thread to read "New UI Preview! (And by new we mean from 2012)"
  8. We need to petition to call this element "Elerium". That'd be the sickest thing since the plague.
  9. So, do you think that a knife would be an item that'd be worth adding to the game as a stand alone item, or would it be best for the melee attack to be you knifing the alien? KA-BAR, Alien Alloy Tanto, Plasma Stiletto. How's that sound?
  10. One point of the game is for ammo to be a limited commodity. However, if we're not physically able to carry enough ammo (within reason; a pack totally full of mags isn't reasonable) then something's wrong.
  11. Chris has said that he doesn't want anything where soldiers can gain skills except through ground combat. But what about getting rookies up to speed so as to avoid/skip the super boring rookie-training that we all will have to go through otherwise? One major con to the game (some see it as a con, anyway) is that there are so many ground combat missions. This is the entire point of this thread, even. The main reason why we can't remove all of the "boring" light scout ground missions from the late game is because we need them to train rookies and to build teams. The light scout missions are boring, the rookie training is boring, we should just cut out the middle man and fix training rookies and doing too many missions at the same time. As for mechanics: If 65 is too high a skill cap, maybe make it 60. Maybe make the cap increase as you progress through the game. Maybe it can only increase to, say, 60 on light/scouts, and 65 on all other missions? Maybe limit the local forces mechanic to the "smaller" ships or something so you can't just send rookies on a battleship mission and have them gain rank ups from that. While the exact details of the idea are up for debate, the idea itself is very sound.
  12. Whew, thanks. Hey, we should write a Xenopedia mod and fill it with fantastical stuff. Waddaya say?
  13. @Chris: One last thing: The way the Condor entry is worded, it implies that the alloy used for the airframe is used for some kind of armor. I know it's not, but it sounds like it is. (I will use spoiler boxes liberally because I don't want my post to appear really really long, and thus intimidate people too much. ) Let me explain: Obviously, this is a problem. Solution: Now, we have another (lesser) issue: While this explanation would be rather good, personally, I'd add a wee bit more. (optional suggestion, take it or leave it) Tweaking this would remove all of the major "inconsistencies and unrealisms" that are still on my list: Aircraft having armor. I know they don't, but it's implied, even if unintentionally, that they do. If you remove the airframe as a factor in reducing the armament, and it's no longer implied to be super heavy (and therefore kinda like armor), then there's no longer an issue. The armament being reduced so much. Fuel is a good reason to remove missiles (provided it's worded right). A heavy airframe-that-sounds-like-armor-due-to-its-exceedingly-great-weight is not a good reason to remove missiles. If you can describe how the Xenonauts fill up the hardpoints with something other than missiles, like fuel (and/or sensor pods), then there's no longer an issue.
  14. Health increases naturally as everything else does, if I remember correctly. It's better than the alternative, get shot enough and survive that you gain permanent thicker skin due to plasma burn scars.
  15. Hmm... Total air superiority would be rather fun to have in this game. I wonder if it'll be possible without modding the game...
  16. As far as the ARDA goes, I just thought it tied in nicely with the missiles detecting alien radiation bit. Plus, explaining that the underside of the wings are full of alien detecting equipment explains why we only can carry two sidewinders on a craft that has around a dozen hardpoints. Thanks for reading our ramblings, Chris, we all appreciate it. (And I didn't draw that picture of the clip/mag thing, I just found it on the internet and thought it comical, so I shared it. )
  17. We just need to balance the economy to take into account selling most everything that's normally destroyed after a ground mission. Corpses, datacores, etc. Live aliens should give even more money.
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