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lemm

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Posts posted by lemm

  1. I propose that each UFO has a % value set for it, which is the % chance that it will generate a crash site instead of escaping to space if it successfully completes its mission - the logic being that that local air forces managed to shoot down the UFO. This would initially be set high, but would rapidly tail off and would be non-existent by the mid-game.

    I am suggesting that you add notifications on the Geoscape, similar to the ones about the freak weather storms, that inform the player that the local military has shot down UFOs. This doesn't have any impact on the game other than to serve as an explanation to the player as to why the smaller UFOs are not seen so often later in the game.

  2. Is the enemy going to be using a lot of smoke grenades? When I played UFO2000, the first thing I noticed was that the good players threw smoke grenades... I mean A LOT OF smoke grenades... maybe 3 or 4 per turn in the opening rounds of the game, so that their scouts could advance and spot for their snipers in the backfield.

    I'm asking because I've never seen enemies use smoke grenades in any of the Microprose XCOM games (I don't think aliens even had smoke weapons either) and I haven't seen aliens throw them in this game either. I'm also mentioning it because I think it could make the AI a lot trickier to handle without the use of cheap tactics like mind control or guided rockets.

  3. 1)Built MIGS, which I assume triggered UFO squads of 3, making it impossible to down anything.

    You should still keep your air superiority fighters to take on the groups of 3 fighters. The Migs aren't very good in those engagements. If oyou split up your fighters and goad the aliens into chasing two of them, your third fighter can sneak around and take out the entire enemy wing.

  4. It was meant in response to:

    2) There's an issue with aircraft ranges and game balance at the moment. I want to encourage players to build multiple bases in the game, so the range of interceptors and radars can't be that large at the start of the game or there's no need for them. However, this leaves a situation where at the start of the game the player quite often is not able to intercept many UFOs because they don't enter their airspace. Which means very few crash site missions for people to play.

    Instead of fiddling with spawn percentages, why not just give the player two bases (perhaps one main base and one smaller base) at the start?

    Back in the alpha I started off with two bases - my first was a full base and the second just a radar/hangar one.

    Yeah, I build a new base right at the start too. Given the range of the dropships, there really is no other alternative if you want to reach all the terror sites.

  5. I have a couple of suggestions.

    First, and most importantly, I don't think the game has "scaled up" quite enough to accommodate the larger resolutions of today's computers. The soldiers in the DOS XCOM games had short visual ranges, but it worked because the screen wasn't that big and it would probably be confusing to the player if he had to move three screens to find a line to his target. However, when you play UFO2000 on double-resolution, you can see just how comical it actually looks when you can't even see a target half a block away. As it is in Xenonauts, the soldiers can only see about 25 yards ahead of them, which ends up looking a bit silly at times. For example, you can see an entire vegetable patch in your screen, but the soldier at one end of the patch cannot see the alien at the other end, even though they are just two squares outside of visual range and it looks like they should be able to see each other.

    Likewise, I think the effective range of some of the weapons should be extended. What should be within the effective range for a handgun, and certainly an easy target for someone with an assault rifle, requires the sniper rifle to reliably hit.

    Along the same lines, I think it would be refreshing if all the maps weren't conveniently sectioned into 15 square chunks. It would be enjoyable, for example, if there were mostly flat maps, out in the middle of nowhere and devoid of citizens, where you could have a firefight with aliens 40 squares away.

    Secondly, would it be possible for unarmed civilians to flee the combat zone when they get to edge of the map, once they have been rescued? It's annoying to have to watch them wander around for 30 seconds while you're hunting down that last alien.

  6. http://postimage.org/image/bpavwri2z/

    This screenshot was taken during the civilian movement phase. I think this happens when I click end turn while these interface components are still on screen. I've also seen the cursor remain as the enter door icon throughout the alien and civilian movement phases if I click the end turn button while the cursor is in enter door form.

  7. Hello.

    I am a big fan of the the first three XCom games (especially Terror From the Deep) as well as UFO2000, the multiplayer ufo remake. I really enjoy the pixel art style, so I decided to buy this game.

    I have also been active in the Commander Keen modding community, where I go by the same user name.

  8. I like this idea, as it would enhance the geoscape element of the game. I like the fact that you cant get to every terror site with your chinook, and that you have to often have to send out a wave of fighters to protect your troop transport. The original Xcom never had this element; you could win the game from one main base, and maybe a couple of radar bases. The ability to quickly build less costly, but more easily detectable and unexpandable outposts above ground would add to the mid-game, when you still have short-ranged fighters, until you establish your presence worldwide with bonafide, subterranean bases and the ultimate flying craft that can go anywhere.

    1. Radar station.

    This has a detection unit.

    2. Outpost

    This has 4 hangers (enough for 3 strike craft + 1 troop transport), 1 stores and 1 living quarters and 1 radar station. It can be defended if attacked just like a normal base.

    3. Marine (and/or Orbital) Carrier It is essentially a mobile outpost. The carrier holds a few strike craft, a low power detection unit, and it can be moved around the geoscape. If it is attacked, it launches its craft to defend itself. A researchable orbital carrier can move anywhere on the geoscape. Maybe these can be cloaked when they are not moving to lower the chance of detection to that of a normal outpost (would require a research option).

  9. I have had this happen too. It seems to occur when I send a squadron to intercept, run the game at turbo speed, then another alien squadron is detected in between my fighters and their targets, and I hit (cancel) on the popup that results from the 2nd alien fleet so that the game resumes at turbo speed. If I approach the target more slowly, it doesn't seem to happen as often.

  10. I don't even bother using the Mig, since the avalanche torpedoes take an eternity to lock on. Nevertheless, if you are approaching the enemy wing at 90 degrees with your own squadron of 3 F-17s, you are pretty much guaranteed an easy victory. Fly two F-17s to run in front of the enemy wing and position the remaining F-17 on the 6'o clock of the enemy wing. The F-17 slip past missiles if it is running perpendicular to the missile path. Usually the aliens will stay in a clump and try in futility to chase down the first two F-17s. The flanking F-17 can clean the entire wing up with its autocannon.

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    On the other hand, if they approach you head on, they usually send one fighter at each of your aircraft, which is trickier to deal with. I have found that sending my F-17s in opposite directions and flying in circles around the whole map on after burners usually works. It's probably faster just to bug out, refuel, and attack again from a different angle though.

    The heavy fighter is tougher, but as long as the F-17s encircle their target from a far enough distance, the alien missiles shouldn't hit.

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