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FruitBasket

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Everything posted by FruitBasket

  1. so this happened. I can't find if this bug was reported or not (I'm not following the forum too well). What happened was aerial combat started and immediately I got the prompt that my shriek reached it's destination. In hindsight, should've ordered it to return to base. Additionally I cannot reload the autosave.
  2. I haven't played in a while, decided to sit down today, check out the new stuff. First mission: second turn, one of my corporals looses it, drops his gun and runs away... no aliens in sight, nothing unusual... I don't think that was supposed to happen. :edit: After exchanging fire with the aliens, and losing a soldier, the same cpl. fled again, and I've noticed his 'morale' bar didn't drop at all.
  3. Not a game breaking bug, but sometimes, when I un-assign soldiers, i get the ‘this base has no soldiers’ screen. It fixes itself after switching screens fortunately.
  4. I don’t think that having more condors, or giving our jets more missiles is the way we want to solve this. The Xenopedia states, that the alien crafts are not suited well for flying in an atmosphere so, although having a much more powerful propulsion, they should be sluggish and have problem maneuvering, while terrestrial crafts should catch up or even outrun UFOs with ease. Outmaneuvering should be the standard tactic but as of now there is little difference between turning speed among most starting crafts, and pretty much all UFO’s are faster than jet planes. IMHO alien crafts should have very powerful weapons able to shoot down jets in one or two hits, and armour able to withstand a whole barrage of terrestrial weaponry, but the Xenonauts’ pilots should be able to avoid that weaponry with relative ease and hit the UFOs in a weak spot (like the engine, or from the flank).
  5. Yes, but i'm looking for the 'train' option. It used to be (in V19) in the top right corner of the barracks screen (albeit described only as ‘####’) and it promoted a private into a corporal, for a price, in 10 days. Not extremely useful, that’s why I’m wondering if it wasn’t simply dropped altogether.
  6. Congratulations on the latest build. Didn't have much time to play it yet, but the new UI is looking pretty good. I have only two complaints about it: 1) I can't find the ‘train soldier option’ (or was it cut from the game?), 2) while managing my soldiers’ positions in the dropship I can no longer see their equipped item, which means I have to memorise which soldier has which role assigned. Not a huge problem, but I really miss it.
  7. I think the xenonauts dropped the black-ops label as soon as the aliens started openly attacking humans. I mean - there are witnesses of our actions (civilians and local forces), and we're not wiping their memory MIB style. Not to mention, that terror missions would have (in theory) a lot of people seeing Xenonauts fighting the aliens, some of them would probably record it or photograph it. And if I recall correctly, after a successful mission the local politicians praise the Xenonauts, not themselves or the military. Another thing is that the game takes place in a very interested period. Not only is humanity on the verge of wiping itself out, there are now aliens trying to speed up our extinction (or abduct some cows and probe some farmers), so an international organization, that in theory should be apolitical, has a chance to change the course of the Cold War, by joining or helping one block, or even try and unite the world. This would be something unique for the game making it more than just a ‘fan made’ sequel.
  8. My thinking is this: there's a big war with aliens, which we have very little chance to win, so everyone's obviously a little panicky. Then suddenly it turns out there's a black-ops group which was preparing for an alien invasion, that has access to cutting edge military technology, and is slowly developing alien-based tech. This, of course, would cause some governments to feel threatened, hence poor relations and low funding of such an organization. So an idea: what if we implement some sort of propaganda mechanic, like, e.g., having a camera-man on a mission to record a glorious victory over the xenos. Or send some of our scientist to universities around the globe to share some insight on the aliens. Maybe spare experienced engineers to help rebuild a citiy's infrastructure after a terror attack? And while we're at it give the police/army some nice laser pistols to help them fight of any future attacks. Of course the downside is, that if we record one of our soldiers dying, or letting a civilian die, or worst of all losing all together, we lose credibility as Earth’s last hope. And obviously scientist that are not interrogating aliens or developing plasma rifles are being paid too much, as are engineers not crafting ‘lazerz’. Lastly I think that this mechanic shouldn’t raise relations, or funding, but negate loss of those. What do You guys think?
  9. Since these are terror missions, the aliens would also focus on property damage. Maybe some bomb defusal secondary objective. Or some sort of alien-arsonist at work which we have to eliminate.
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