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lemm

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lemm last won the day on May 2

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About lemm

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  1. lemm

    Xenonauts-2: Research Tree

    All of these research technologies that you've described seem very meat-and-potatoes. Everything is either a gun that fires a projectile in a straight line, or a grenade that follows an arcing trajectory, and the researchable upgrades make their effects slightly better. I was wondering if there could also be some devices that don't harm the enemy directly but allow your soldiers to reposition themselves or alter the battlefield terrain. Things like teleporters, force-field-projectors, hologram generators, grappling hooks, cloaking fields, psionic-energy cloaks, a swarm of microbots that tracks the enemy, some gizmo that negates all damage entirely for one turn, or other such devices. Maybe some of these devices would be extremely powerful but limited to one use per skirmish. Of course, some of these things could be weapons, but maybe they would be more interesting than things that fire in a straight line. Like unit A places a pylon here, unit B places a pylon there, and then when activated, everything in between the two pylons gets zapped. I think that positional or geometrical puzzles (like Chess or Into the Breach) are more interesting than simple statistical puzzles. Also, there could be several dozen of these advanced devices in the game, but maybe you'd only ever be able to research five of them on the average playthrough.
  2. lemm

    Into the Breach

    I bought this and I liked it. What I liked most is that the game is very conservative-yet-efficient with its use of randomness. Combat doesn't depend on dice rolls except for two specific situations (power grid damage and unit spawns). Like FTL, weapons deal damage in small, integral values which makes combat feel more like chess than XCOM. The rest of the randomness is at the level of the geoscape (which maps spawn and what rewards drop after a zone is saved), and this macro-level randomness has more of an impact on the game than the randomness in combat. I didn't really like the atmosphere. Everything is really dreary and all of the pilots look depressed (except for the Margaret Thatcher character ). Neither did I like Into the Breach as much as I enjoyed FTL. I think this was because there was no feeling of adventure that FTL had. In FTL your ship goes on a little journey and there are events along the way, so each run is like a little story, whereas a playthrough of ItB feels more like a chess tournament.
  3. lemm

    X-com: Apocalypse 2?

    I haven't played this game in ten years or so, but from what I remember, the cult of Sirius was little more than a minor annoyance and the rest of the other "factions" didn't really matter. I agree with jamoecw that it had a lot of neat ideas that weren't really that well polished. And like the other DOS XCOM games, as soon as you could produce the wonder weapon (the toxin gun in this case), then the game just became a cake walk. Anyway, if I made apoc2, I would remove the capability for XCOM to research or produce its own equipment so that the espionage and economic aspects of the game would be more important. Instead of building the facilities in your own base, you would outsource that work to existing laboratories and factories owned by other factions. Also I'd get rid of the real time combat.
  4. lemm

    January Update & Planning

    $100-$200 tier: you get to design a humorous billboard prop that will show up in city-themed maps. The donor provides the billboard content (slogan + design) and the art team makes the prop for it.
  5. lemm

    Xenonauts 2 July Update

    Okay, I have two things to say about XCOM and Xenonauts. 1. In these turn-based tactical games, when a human is facing an AI opponent, I think that tactical situation becomes easier to process for the human player as the turns get more granular. By "more granular," I mean that a player (artifical or human) gets more opportunities to add input per turn. For instance, Frozen Synapse and Lethal Tactics allow you one chance to per turn, and both sides move simultaneously. It's basically the most granular form of strategy. On the other hand, in UFO:EU and Xenonauts, one particular action consumes a fraction of a percent of a turn; the turns are very granular. New-XCOM is somewhere in the middle. I hear a lot of people saying that they think the simplified movement system in New-XCOM makes the game less complicated, but I think they're not looking at it from the perspective that I've just presented. In fact, they added all of those time-based missions in XCOM2 so that you couldn't just scoot your soldiers along, square-by-square. It really makes the game more interesting when you're not always allowed to run behind a corner as soon as you spot an alien. I know I've echoed these sentiments in a bunch of different posts in the Xenonauts 2 Suggestion forums, but after thinking about it, the input-granularity really is what really defines the tactical layer of a turn-based strategy game. (At least in my opinion.) 2. In Xenonauts 2, I think that right after your soldier makes a round-ending kill, there should be a close-up shot of him delivering a cheesy line that you might see at the end of an action movie from the 80s, right after the bad guy is killed. You know, something like Charles Bronson or Bruce Willis might say. I am being completely frank when I say that this one little feature could catapult Xenonauts 2 sales from Indie to AAA-levels.
  6. lemm

    Xenonauts 2 July Update

    It sounds like progress is much more rapid than it was for Xenonauts 1, which is great to hear! It's also good that you're making the game playable while it's in alpha. I think this will really help to make the finished product more strategically interesting, especially if the community makes a commitment finding the quickest and most reliable way to beat each alpha version.
  7. lemm

    Xenonauts 2 Easter Update

    I think the art in Xenonauts looked very drab and schematic, but not "bad." The same is true for the UI, which was tidy and flat in comparison to the original XCOM, which had gaudy, bevelled buttons everywhere. hmm, what about low-poly-nauts
  8. lemm

    Xenonauts 2 Easter Update

    I like the idea of aliens gaining resistance to weapon-classes. It think that this single mechanic should help to substantially differentiate each playthrough. Doubly more-so if each class of weapon isn't just a different flavour of rifle, but has its own characteristic with regard to engagement distance, spread pattern, on-hit effects, and so forth. Along with the troop teleporter and the base power, I think this is one of the best features that's been proposed. I like the system of renting out research facilities, because I think it could be the prime source of strategic volatility to the Geoscape. I see a couple of ways by which you could tune this system. First, what is the number of research buildings that the player will have under his control at any time? Two, six, a dozen? I'd opt for fewer, because I think it makes fighting to keep one more impactful. Secondly, what is the penalty for losing one of these facilities? Do you lose the money that you paid for it, or are you renting it out turn-by-turn? Do you lose all research progress on an item being research in a facility that is captured, or is the progress (partially) saved? If the geoscape game ever doesn't seem exciting enough, I think that nudging these two variables to the "all-or-nothing" direction might liven it up a bit. I also really like the part about "choosing an acceptable rate of attrition." A hard timer is often necessary in complicated strategy games like this, simply because the player can usually beat any AI if he's just given an infinite number of turrs. I think this is what motivated Firaxis to include such a high proportion of timed missions in new-XCOM 2, compared to the original new-XCOM. I suppose that the original XCOM and Xenonauts had a timer of sorts, because in both of those games, you can't reclaim a territory once it has been lost. Still, the way you've presented this idea makes losses seem a lot more fine-grained than losing an entire geopolitical bloc. Hopefully, Xenonauts 2 will be balanced so that you can't ever reach a point like you can in pretty much every other XCOM game where it's impossible for the aliens to make any further progress. Recently, I've been playing a lot of Brogue, a roguelike that is notable because almost every non-consumable piece of equipment in the game can be upgraded at the cost of a scroll of enchanting. What's interesting is that the power of an item increases quadratically, or even exponentially, with respect to its enchantment level, so it's often the case that dumping all of one's enchantments into a single item is far better than spreading upgrades over a few items. Because of this, I think you get a lot more variety in playstyles than would be the case if upgrades provided diminishing returns. Basing playstyle around a single, powerful item leads to a lot more volatile situations than working with an arsenal of moderately powerful items. Of course, Brogue is a game that takes 3 hours to complete and in which even the best players die about half the time; such a design choice might not work so well for a game that takes ten times as long to play through. I just mentioned it because I thought it was an interesting way to design an upgrade system.
  9. lemm

    Frozen Synapse 2 announced!

    New trailer. Looks sort of like XCOM Apocalypse.
  10. lemm

    Thoughts on XCOM 2

    I don't think that they could make this very impactful, because the fact that aliens can always see you in Nu-Com is the reason that the Nu-Com battlescape so much more balanced and difficult than XCOM and Xenonauts were, imo. I've only played XCOM 1, but I like the idea of this. Weapons that allow the player to abuse the geometry of the map like this are fun, even if they're farfetched.
  11. lemm

    Frozen Synapse 2 announced!

    https://www.rockpapershotgun.com/2016/02/10/frozen-synapse-2-announced/ http://www.frozensynapse2.com/ The sequel will be "open world," unlike the first game, which was a series of missions.
  12. lemm

    Xenonauts 2 - Update

    Well you could just as well argue that turn-based strategies could become the next craze, similar to this recent surge in popularity of indie "roguelike-likes" such as FTL, Spelunky, Convoy, etc. EDIT: On second thought, just call it a rogue-like and it should sell well, regardless.
  13. lemm

    Xenonauts 2 - Update

    It's great to hear that Goldhawk is investing in the long term by programming its own engine! Would your engine be able to support simultaneous turn-based or even real-time tactical games? And will it have multiplayer capabilities? Will your engine be able to be compiled to javascript so that we can play Goldhawk games in browser? I think that this would instantly make your game more accessible to prospective customers.
  14. lemm

    Lethal Tactics

    [video=youtube;l2Cjc3fWFvs] Has anyone bought this? It's a visually appealing simultaneous turn based tactical game, (i.e. frozen synapse + good graphics). It only has a skirmish mode at the moment, though you can play it online against a human opponent. This is my favorite turn-based tactical model. It's far more exciting than the XCOM model to me, and I think it's more difficult because you can't just immediately run back to cover once you see an enemy. Would be a good model for Xenonauts 2, IMO
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