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Everything posted by svidangel
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Massive air combat difficulty spike
svidangel replied to fw190a8's topic in Xenonauts General Discussion
Heh, so now we have to stagger launches across Foxtrots instead of with the same foxtrot. Should be more challenging. -
Just taking a look, most US fighter planes had names that were a bit more violent and dangerous for the most part than a vulture. Seeing things like Hawk, Black widow, falcon, various types of cat like Panther, Hellcat... Tigershark, Banshee, Demon... KingCobra. Mustang is a horse, but meh... Not really seeing Hyena, Vulture, Raccoon, Possum, etc. like a Condor.
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Ground Combat Balance Discussion v19 Experimental Build 4
svidangel replied to Aaron's topic in Xenonauts General Discussion
In 19.2 it felt like the delay was longer the more my troops had statted up. Which seemed odd since I didn't think adjusting that would take very much doing. -
Re-18.3 combats. Yeah, and the incredibly low number of alien species (basically 1, androns, trekkies and lizards aren't really all that different) doesn't help that at all. I don't think I'd mind it as much if there were more variation, and once more maps get added... and the AI adjusted for race? Maybe.
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I don't think more ground combats will solve any problem. Much the opposite; it is the potential of so many ground combats that makes players who expand their air coverage fastest, best able to deal with the financial aspects of the game. One possibility would be, as you say, to reduce the number of incoming UFOs, but that would totally violate point 1, which I think they are really gunning for in the geoscape part of the game. I mean, if there are few enough that you can shoot them all down, it doesn't really feel like an overwhelming invasion right? If there are so many that you can't shoot them all down, we get stuck with air combat being a giant black hole for funding. With the infinite plane thing, one choice might be instead of more small UFOs, put in far more dangerous UFOs at the beginning to give you that... "hunker down and try to nab a small UFO here and there" feeling, while not drastically punishing players who don't know which UFOs they can handle by way of... well, the infinite plane thing.
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I think the basic problem is with the design of the entire invasion. 1. There "should" be more flights of alien craft that can be intercepted and... ground combatted? in order to make it feel like an overwhelming invasion. 2. Players that expand their reach and overall air power will always be able to intercept more of those flights. 3a. Balancing the economy for players that only intercept a few flights while developing their ground forces, vs those that intercept as many as possible by expanding their air-power will only be remotely possible if very little cash actually comes from running ground missions. Even so, expanding to more bases will keep more countries happy and will increase income in an economy based primarily on monthly income. 3b. Pretty sure I stated this elsewhere, but even economy aside, anyone who can shoot down more aliens will get into more ground combats, and as long as they keep people alive will have MUCH stronger troops stat-wise in the later months. Attempting to balance this for players that understand how to get the most resources out of the game is shifting more and more of the players resources into air combat related areas. The more "difficult" it becomes to scrounge up money, and compete in the air mini-game, the more people will devote themselves entirely to that mini-game, which, in the end, controls all of our funding.
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Base Building and Observations on Such
svidangel replied to Black Cat's topic in Xenonauts General Discussion
Maybe 500k would be fine if it came with a working Radar >.> -
The "Effin Mini-me?" Maybe the stun baton should be replaced with a "Tazer" like device. Single target, high stun, but a range of 4 or so squares. Too bad it would probably require animations.
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Yeah, the accuracy thing bothers me... would prefer it if it just blocked sight like in the original/TFTD. I've almost stopped using them altogether.
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Religious blocs come next.
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Interceptor immortality, what a great idea!
svidangel replied to Gordon's topic in Xenonauts General Discussion
Would it be better if they were screaming like little girls in bear traps? -
Also Seb herding doesn't work in 19+
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As awkward as it might be for powerlevelling, I would be fine with a system that rewarded success. Soldier hits or kills alien, stat gain. Soldier heals another soldier damaged by aliens, some sort of stat gain, etc. Honestly, I would prefer an XP based system based on such accomplishments, where you could spend stats gains on whatever soldier stat you wanted. You could have your high reaction high strength characters and your high aim high TU characters. Etc. And since it rewards you for accomplishing things in combat, there would be less slow-down (maybe remove the healing if people are inclined to get soldiers wounded by aliens). Even better, you could have gradual stat bonuses to ALL soldiers over time (alongside the XP gains), so that recruiting new soldiers at your second base didn't completely suck and basically require them to either be overgeared or all carry rocket launchers to complete missions after month 4. Hell, maybe even change the combat stat gains to "I've fought Sebillian's in 10 missions now, I get 10% accuracy and damage on them with all dat XPsies" and a month to month stat game based on training they have done outside of combat. Snot like you'd just have soldiers lazing around the base 95% of the time like they do now. But that wouldn't be OG XCOM.
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[v19.3 Air Combat] - CTD v 3 Fighters
svidangel replied to thothkins's topic in Xenonauts Bug Reports / Troubleshooting
*whistles* I think I'll be waiting for 19.4 heh heh heh- 19 replies
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I'm american and I... hey wait a twinkie. omg.
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Yeah, has been in all builds. Pointed that out in one of the threads about obscuring things around UFOs. Has been a great way to level up accuracy on night missions when reaction fire is harder to work on (after the first couple months). It really should prevent you from gaining skill if there is a 0% chance of hitting... but meh.