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DaReaperZ

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Posts posted by DaReaperZ

  1. I like the training idea. You could have a list of trained soldiers that are more expensive to hire or switch to the fresh recruit list to hire cheaply. However, the list of trained soldiers would have to be soldiers who have been available for hire for a long time. Which means, if you empty the entire "recruit" list, you won't have any soldiers being trained for the future.

    The only problem is balance, as always. I think it could be solved though.

    I really liked that soldiers in Xenonauts 1 could have experience in past wars, that should definitely give them a boost to morale and perhaps some other stat, but should increase their price somewhat.

  2. Hmm, I like this idea as an upgraded dropship. I think weapons might be too powerful however. But cameras to survey the nearby areas from inside the craft and perhaps turreted smoke and stun launchers could be a neat upgrade for the final landing craft. You could even make the launchers only have one smoke and one stun each, with maybe two launchers max on one craft. After the initial turn or two, the turrets could be deactivated.

     

    It certainly would make a lot of sense. It's an interesting idea. It would also save you some inventory space when it comes to smoke grenades. As someone said above, having lights on the landing craft in all directions or a flare launcher would be very useful and not too powerful.

    • Like 1
  3. Alright tried this one now. It feels much better now and more "balanced" if you will. It will be really nice once we get smokes and stuns, I think then, if the AI is smarter it'll be quite a nice balance. Maybe the Aliens can be made more powerful once that equipment arrives. The Aliens actually missed a few times as well, which is a nice change of pace. :)

     

    In my first game I didn't get to try out the shotgun too much since one of them died instantly, but it's a straight upgrade to I imagine it's better. And my shotgunner was the only casualty actually, though I did get lucky with one of my other guys.

    Not much else to say. The new AI feels much better and more like what you would expect. I didn't run into any troubles and generally I think Thixotrop's post is very high quality and very helpful. The sniper did feel a lot more useful, she even hit a few bullets this time!

    Overall it's feeling closer to what it's supposed to be, can't wait for the Kickstarter honestly.

  4. This update is a really good one, finished the mission. It was a challenge but overall a much better experience.

    The good:

    - The new shooting mechanics are an unbelievably great change.

    - I do not know why, but the mission feels slightly more forgiving now.

    - The performance bug (or whatever you might call it) with the rotor blades is barely noticable severe.

    - The bullet holes left now after firing makes the battlefield look quite awesome, now that the soldiers hit in the general proximity of their target.

    The bad:

    - Shotgun is still quite bad, it's useful inside buildings, but that's the extent of it. As someone else said above, the SMG is a better choice at every junction except perhaps point blank range and even then...

    - The Sniper has a somewhat short range it feels like, and it's not too accurate either.

    - Those darn fences with their block chance really mess my day up, I can only suggest lowering their block chance a bit :)

    The ugly(?):

    - Every time you destroy an object, especially bushes there's a short freeze.

    - The end turn button is very red, it's hard to even see the hourglass on it. If I tab out and tab in again, I can see how the button is supposed to look but then it gets red again, maybe an issue with my screen?  Almost looks like a sort of eye adaptation effect when you tab back in again.

    - Smoke effects created from destroying objects can be highlighted by the same effect that highlights an object blocking your line of fire. Minor bug as the smoke disappears and you have to be fast in order to see the bug. I can post a screenshot of it if need be.

     

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    Giving the sniper slightly longer range and higher accuracy will help it become more effective than the normal assault rifle. The shotguns could get more pellets or they could get their "normal" mode as their snap shot mode and a second mode where they fire two shells instead of one. That would make you have to reload more often but increase the short range deadlyness quite much. Here's a clip demonstrating what made me think of this: https://www.youtube.com/watch?v=h3GNMH7hdU4

    Another neat thing would be different sounds for the guns, though I'm guessing it's already thought of, it's just not a priority in these public tests since they're just a combat test.

    Looking forward to the AI fix next patch. Good progress so far, especially with the trajectory changes. The soldiers definitely look like they'll slightly less moronic before dying!

     

    When Max said he changed a few files to fiddle around with the accuracy, damage and such I thought I'd try doing the same. I changed the sniper like he did, and it did indeed feel more like a sniper. Though I think the TU cost could be changed. I tried making the new two-shot mode for the shotguns as well, putting the TU cost at 24, accuracy at 45, shot delay at 0.5 and I tried using the higher pellet count as well with 5 pellets. I lowered damage to 18 though but changed the long range modifier to 0.3 (higher value = better right?). Quite fun to tweak the numbers a bit just to see how it looks and feels. I definitely think that the more pellets part would be great, it looks more shotgun-y! :) Just need to be careful to not make it overpowered.

  5. Alright I finally tested the build. I noticed some issues mentioned here, but most strikingly, this mission was much harder than the other mission in the other build. The aliens hit very well at extremely long range and as you mentioned, they'll all come running towards you. So they come from all directions. I narrowly lost the mission with my last guy against the last alien, my guy was missing all shots in his two last bursts when the alien was standing in the open about 6 blocks away. 6 shots with 22% hit chance all missed, that's just my luck isn't it? Though I thought it was strange that the hit chance was so low so close to my soldier standing in the open road.

    What I noticed is that the aliens are surprisingly durable, compared to their X1 counterpart. I had to fire 4 grenades at a group of two of them to get one of them down and hit another one with about 6-7 rounds from various weapons including an M16, M249 and MP5.

    I think this mission could have been doable though, with more options for equipment.

    Now onto the unmentioned bugs I noticed. After losing the first mission and returning to the main menu, the "new game" button doesn't appear to work. So I had to restart. Aborting the mission also caused the same reaction.

    There's also a slight freeze every time you see an explosion of any kind. The game stops for between half a second and a second and continues.

    Edit: I also noticed that if an enemy dies during their turn the red marker around them will linger on their body.

    The hit percentages feel off at times. I fired two shotgun shells point blank at an alien with 70% chance to hit. I'd guess it was per pellet, though it seems to be to score one hit, because of both shells only 2 out of 6 pellets actually hit and caused 25 and 26 damage each. The turn right before that I fired another shotgun once with 75% chance and only one pellet hit. It could just be my bad luck though, feels weird.

    Looking forward to testing the new build eventually.

  6. I will get to testing this shortly, I just wanted to point out that I believe this is supposed to be an alternate Xenonauts reality. With the current weapons and cars in the game I've seen this is no longer set in the 80's.

    I agree that heavy armor doesn't seem to increase survivability that much considering the 50-150% rule. Perhaps an HP increase with better armors could solve this, depending on what you're after of course. In the old XCOM even your power suit guys had a chance of instantly collapsing from one single plasma rifle hit.

  7. Sorry if any of these ideas have been mentioned before.

    Instead of having the second part be just another ship assault. Perhaps you could make it a clearing out of a specific place. Let me elaborate.

    You land at a terror site, clear out the aliens from the city. Then you proceed to clear out a large structure, a hotel, an embassy, a military base or perhaps even an airport or something similar. Water treatment facility perhaps? Something like that would make the problem of alien ship assaults repeating less severe.

  8. I agree the ADVENT humans made sense from a story perspective, but they were rather boring to face. Even the more powerful ones such as the Avatar, Spectres and Codexes were essentially humans with a twist. Codex could teleport, Spectre was a human made from nanobots apparently and the Avatar actually was straight up a human.

     

    The most interesting enemies in XCOM and XCOM 2 in my mind were the Faceless (despite being human technically, they were quite cool and really surprising the first time), Berserkers, Vipers and actually the Floaters. Chyssalid would be on the list, but they were basically exactly copied from XCOM: UFO Defense. Technically the others were similar too except for the Berserkers and Faceless.

    For an urban combatant, to me, it'd make sense to make kind of an octopus-like creature with 360 degree field of view and a weapon in every direction. Perhaps due to the lack of depth perception their accuracy could be low in order to balance things. As a "terror" creature that would make much sense. Just like the original Chryssalid.

    I could think about more creatures, but this was what came off the top of my head.

  9. 6 hours ago, Max_Caine said:

    Let's assume in the above picture that each piece of blocking terrain through the line of fire is an independent free-standing piece of blocking terrain. It is not part of a multi-tile terrain piece, so each piece can be evaluated separately when calculating a shot. Looking at this, I'm informed that I have 3 pieces of terrain, each of which has have a 40% chance of blocking the shot. If the game follows X1's rules, then I don't need to be informed of the block chance for each piece of terrain, because only one piece chosen at random will ever possibly block the shot, so I'm being given too much information.It would be better if the possible blocking piece were highlighted, but I was informed that overall, there is a 40% chance that the shot will be blocked if my soldier rolls to-hit. If, on the other hand, each piece of blocking terrain is evaluated independently, then it would be helpful to have the cumulative probability that the shot will blocked so I know whether or not to bother even if I pass to the to-hit roll. 

    Sounds interesting, this was one thing I also felt way counter intuitive and I definitely think your solution is a good idea. I'm sure Chris is already aware however :)

  10. I definitely want less humanoid aliens! Silacoid comes to mind for example, the Tentaculat was a good example as well!

    Alien vehicles would be quite cool as well, for the larger cruisers, transport ships or other. Sectopods were neat, but my favourite despite being very unoriginal was always the Cyberdisc.

  11. On 2018-03-14 at 2:12 PM, Rodmar18 said:

    How so? In my mind, assets would be quite the same or re-usable, except for all the base background pictures, xenopedia texts, and research and production tree. As well, there would be need for big pictures and fully animated alien models, and another strategic layer called "Spacescape". Xeno would grow more or less steadily, as if played by a human player. On the other side, the Alien campaign, background story, and incentives could be much different.

    They could have flown from a devastated world with only a limited fleet and resources, spacecraft (not 7,000!), and manpower. Their "mothership" could have crashed on the Moon, beyond all repairs, and lay grounded as a base. Think about beginning a game with 3 Praetors, 30 Wraiths, 100 Harridans, 600 Caesans (100 psionnic-able), and 600 Sebillians. Each fighter, each scout destroyed would mean 1-6 casualties! They could be deprived from very advanced heavy bio-technologies, and not be able to produce any more elite/high rank/officer troops, only robotic units and lesser clones, and that would be hardly enough to face late game Xenonauts. They could even have a limited power source, or a sickness requiring terran biomaterials, and thus a count-down timer (win Earth or die out on an asteroid). There are several way to either make them thriving for their very existence, or being only incredibly "feeble" at the beginning of the game.

    Player actions would be oriented toward resource gathering (planets, asteroid belt, power stations), bio-harvest on Earth, study of this strange bipedal species, subversion (diplomatic) operations, conversion of some priced spacecraft for atmospheric travel/fight, design of better suits weapons, atmospheric aircraft, and perhaps cheap bio-units. That would explain why he can't brutally invade a first world country and harvest openly everything he needs.

    Well for starters you'd probably need to make new models for aliens wearing armors, unless you would plan on having just the alien varieties that will exist in the Xenonauts part of the game. Indeed, the "spacescape" interface would need to be created, a lot of alien artwork, as well as possible new weapon types for the aliens (otherwise you'd have no progression, just plasma throughout the entire game). What I meant by a lot of assets being un-usable was simply that you couldn't use any of the current interfaces for Xenonaut base management. A lot of the artwork would also be un-usable. Another thing I just thought of, the battle maps would also have to make more sense. I assume that you couldn't just have Earth shoot down your craft and then initiate a ground battle. Instead you'd have to have some kind of a target, which means these maps out in the desert or arctic wouldn't make sense for you to attack. Logically speaking it'd make more sense to attack a village or city, maybe even just a farm.

    Your ideas aren't bad at all, however as I'm sure you could imagine, a lot of work would have to be placed into balancing and even creating this new mode. Whether the aliens are weak due to sickness, or small exploration craft are just now reaching Earth, it's going to take a lot of work to perfect this entirely new game mode. In that game mode I think the initial enemies would have to be Earth militiaries, ground vehicles and all. And only at the ending stages would you face the Elite Xenonauts with more high-tech equipment. As many pointed out, the technology researching would be harder to make a substantial tree. As I said, your ideas of better atmospheric craft, weapons or suits would be a few options. Though it wouldn't be a big fleshed out tree.

    Gathering resources would be alright, though there wouldn't be any battles happening in the asteroid field or foreign planets I assume, abduction is probably the best way to have some kind of limit, you need to abduct more people in order to unlock more technology, weapons or fighters. Like a new type of combatant more suited to survival in Earth's atmosphere, though I have a hard time imagining a race of aliens capable of bio-engineering a shock trooper who can't take a bit of bacteria or viruses, seeing as they're expected to go into foreign territory.

    Another idea would be to have two different races or sides of aliens vying for control over Earth, struggling to create clandestine bases on the surface and trying to prevent eachother from performing certain missions. However, as I said, in my opinion this would be more fitting for an entirely new game since it's a whole new game mode where not a lot is reusable aside from a few graphical assets and the combat base structure.

    Something similar to how UFO Aftershock could work for the aliens as well.

  12. Hello!

    Combat test scenario 0.19.0:

    First try, this map was a great deal harder than the previous one, with more threatening enemies. Two of my poor men got oneshotted the first turn after they were inserted! Though overall in the end I only got 3 casualties. Considering the limited equipment (no smoke, stun or rocket launcher) I think I did acceptably.

    So far the test combat is looking great, though of course I miss smoke and stun grenades greatly! Though I understand it's not quite ready yet, I'm just looking forward to it, especially with this map you've chosen this time, where the main building is like a fort with windows in all directions and very little in terms of cover. Only a moat and a drawbridge was missing! :) On a more serious note, if smoke grenades that limited vision and gave accuracy penalties were available, these  problems would easily be solved so no worries there. I really liked how the sniper had an MP5 for when she needed to get close to the building, that was really neat.

    I think sometimes some objects blocking your shot should be toned down or tweaked. For example, when shooting at someone standing in the middle of a room through a window, the window shouldn't give a 40% block penalty. In my opinion this penalty should only be applied if the target you're firing at is in any block adjacent to the window.

    Shotguns may need a point blank modifier to either accuracy or straight up damage. With the old-school style randomization shotguns, I've noticed, have become quite unreliable even at only 2-3 blocks distance. This could possibly be solved by giving them more pellets as well. This combined with the rather short movement field with the heavier armor, the shotgunner is one guy whose weapon I'd love to have the option of switching at the start of the mission like the good ol' XCOM. I really like my shotgunners, I think having heavy armor on them will be a must, however, they do feel slow. Perhaps a more veteran soldier would get more TUs to deal with the armor.

    I think representing TU costs of reloading for example, can be represented by a percentage of your TUs. I found myself guessing how much it would tak, if it was changed from X1, until I simply saw that it took half of your max TU. It would be cool if veteran soldiers were able to reload faster and therefore take more actions after reloading, as of now, all they'll be able to do is move since all other firing values are also percentages. A fast reload trait would be cool, and would make sense if the soldier has seen much combat and survived, though it could possibly become overpowered.


    A lot of other things I was going to mention was mentioned by Ninothree in his excellent post. The units on the roof thing for example. Another thing is that the dropship is missing completely.

    Graphics:

    I have to say I absolutely love the way you've handled the transition from 2D into 3D. It feels extremely similar in style, which is a good thing, while providing a nice feel and the soldiers now move about a little when idle, which adds a certain level of the soldiers feeling like people and that they're actually alive. Which of course will be devastating once they start piling up the corpses. Oh well. Looking great so far.

    Final words:

    As I said, so far it's looking great. I apologize if this has been asked before, but will pilots gaining experience and having names and such be a thing? For the fighter pilots I think it would be pretty cool, though I understand a lot of balancing work would have to go into it.

  13. It's certainly a cool idea, however, the gameplay would be so incredibly different that they'd have almost no use of the assets made for Xenonauts except for character models and maps. Everything else would have to be different and they'd need to essentially create a whole new game with an appropriate difficulty curve where the Xenonauts gradually stepped up the difficulty and started assaulting your mothership or boarding your transports.

    If anything should be made with this concept, I'd rather have it be a separate game or a full priced expansion at least. Otherwise it'll not really be worth the immense time it will take to make it possible. Unless of course they make the gamemode very simple, which would make it feel sloppy and rushed.

  14. Alright, so I've restarted twice now. But then I either stop playing for the moment or the game crashes, I had 7 different saves. When I start it up again, there are no saves, and the game doesn't seem to download or change anything at all, but all my saves are gone from the game. When I check in documents>Xenonauts, they're all there, but the game refuses to use them.

    I checked the permissions for the folder which the saves are in. I run Xenonauts in administrative mode. I also tried not running it in administrative mode, but no cigar.

    I'm out of ideas. Does anyone have any idea?

  15. I noticed one of my soldiers had gotten "cloned" one day. Also, there was a slot stuck in my chinook. I only had 5 guys and a car, however, it was still full. When I went to battle, one of my soldiers was instead, he was always a bit hurt. When I tried including both this "invisible slot" and the "real" soldier I got literally a clone of my other soldier, but when he shot a rocket and reloaded, a rocket dissappeared from both soldiers's inventories. After a while my "real" soldier became so hurt he couldn't participate, I found that his clone was also hurt, but was still on my dropship and couldn't be removed. After this I decommissioned my chinook in favour of the Shrike, hoping this would fix my bug. But alas, my soldier is now stuck forever in the infirmary as "Wounded 11 days".

    Is this just another "deal with it" problem or is there some magic solution?

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