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Baggaman

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    Oslo, Norway
  1. Played to end of December on normal difficulty. Some observations: Alenium seems to be in very short supply. With almost 50 UFO's shot down I have only accumulated 55 Alenium total. Though I must admit I used the Airstrike option on about half of the crash sites. I built the Shrike as soon as it became available (20 Alenium), and in the name of Bete testing I also built the Scimitar (12 Alenium), which leaves me with 23 Alenium in stock - which is not enough to build even a single Corsair. I am currently losing the air supremacy game badly. I suggest upping the Alenium drop rate somewhat :-) Research I built an extra laboratory early in the game, and thus have had 30 scientists since month 2 or so. For several periods I found myself without anything to study. I guess I might have been unlucky with spawns etc, but still: I have never ever been ahead of the research game in an X-com type game. By December everything was back to normal though – with many juicy research tasks to prioritize. So maybe some tuning required? Starting base location is still critical for success. I built my first base in the Middle East, thus covering Europe, ME, Most of Africa and some of Asia with my interceptors. However.. of cource most of the Alien activity first month was in Central and South America. Result: Almost 200k $ down on funding the first month and South America eventually leaving the funding group altogether. That’s 200K $ less every month in funding, which seems like a very harsh penalty just for being unlucky in Month 1. Some suggestions on how to balance this better: • Give the player a grace period at the beginning of the game where ignored UFO’s only give slightly reduced funding. • Make the small UFO’s have less impact on funding, and later game biger wreak more havoc (and funding loss if ignored). • Make the first few months of UFO activity be primarily happening in the continents where Xenonauts are present (Kinda silly I know, but playing a game is about having fun and its not much fun when all the action is happing without the player having any chance to influence it)
  2. Many good suggestions in this thread. My most wanted combat UI improvements would be: - Add select next soldier button (and an associated configurable hot key, so people can assign it to tab if they so wish) - Make changing elevation up and down customizable hot keys, so people can assign it to mouse scroll wheel is they so wish - Add an icon or text to each soldier portrait stating their combat role. Currently I resorted to renaming my soldiers to keep track of "who should do what" on the battlefield. Well... assigning different weapon types and armors to each soldier type also works, but towards the end of the game armors and weapons become very standardized (at least they did for me in my latest playthrough) - TU cost for all actions should be visible as a mouseover on the appropriate action - Right clicking on the map turns the soldier facing to that direction. Unless it just happens to be a creature in that spot. Make right clicking always turn the soldier facing.
  3. <p><p>Welcome to the forums!</p></p>

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