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flanker84

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  1. this topic is very interesting, posts are either, but let me suggest: xenonauts IMHO is not the sort of game to play its tactical missions for time, play cs, etc:) a variaty of ideas for missions posted before are very interesting(http://www.goldhawkinteractive.com/forums/showthread.php/1940-Mission-Types-and-Secondary-Objectives). note, that these are not the scout maps we are tired of, but the over again scenario of doing the same, so add "some colors" without remaiking the main game structure, using the mechanics already in it. i`d personally preffer (if these missions meant to be mini terror site) something like helping locals to protect mil base/object/vip (alians may spawn in waves via a teleport, more local killed - worth), save pilot/vip (who becomes player controlled once reached), and assalting alian object (abducted people/destoying alian object) reward maybe money as the main resource of the game, soldier (but what if your barracks are full?), slowing the escalation.
  2. true, but you still SHOULD be able to load the first round manually on your base, then it is saved for that soldier, if want to change, just put launcher away and take it back in hand/backpack and let it be empty again
  3. maybe better to make launcher empty be default, as you`d like to load it with stun or piercing ammo first
  4. call it sparrow, together with corsair they can be a good couple, and please and rum to medikit
  5. I just read in other thread that stunned soldiers should be un-stunned by medikit (no mention about medikit tire), so reported this as a bug if devs missed that. But was very nice to read your posts mentioning "smelling salt", but I think in order to be qualified doctors, your scientists have to watch all series of Dr. House, though, may be they would even start to put adrenalin and morphine in basic medikits
  6. It would nice feature if implemented. I vote “yes”.
  7. I understand that, what I meant, is my xenonuats (who previously suffered from smoke and became blue=stunned) couldn`t be un-stunned by the other guy with standard medikit.
  8. To your consideration: Back to close combat weapons again. Think that accuracy penalty for using MG, RPG and Sniper rifle should applied when trying to shoot close range (aka heavy weapons are difficult to manage to trace target), so will need to switch to secondary shotgun/pistol, and so they would be used more often, no heavy plasma syndrome.
  9. Thanks for approval, actually I`ve just finished looking through Jiis-Jan`s comments. A lot of people asked "AI team behavior". May be should move this discussion there? Oh, and my hunter they don`t usually destroy because it runs away after spotting, but sometimes happens...maybe too far for AI to pursue when civs are close. And I totally agree to make A.I. and not a cheating computer. It doesn`t have to be a genius (but highly expected), but should behave in different patterns and by this become unpredictable (read interesting to play)
  10. I agree that these are pure speculations right now, but who knows, maybe Chris would take some into account... Isn`t what`s it all about? As for retreating outnumbered aliens, I`m not sure if it was due to my superiority in numbers, as I described my "tactical approach" before, I scout with a hunter (mostly) or a single soldier just to spot enemy units, the backup team of couple snipers is very far away, even 4 time zoom gives only ~60-70% in the open field, so don't think it is the issue. Besides my scout after spotting tries to make his way back, in order not to stay in enemy line of sight. I see enemy ambushing in the following "hiden movement phase". And running from "tank" isn`t also obvious, as it can be destroyed with few plasma pistol shots. AI just tends to ambush, that`s all I can say for now (only refers to noncombatants and guards, maybe soldiers, but not 100% sure). Would be nicer if it would be: 1) more mobile (flanking, patrolling, etc.); 2) had ability to combine forces and act aggressive an assault concentrated in one direction, but after being softened would retreat, regroup with additional forces and attack again from other flank may be. Behave more the way the player would. Battle would become more dynamic with a lot of back and forth maneuvers. And now imagine that freaky teleporting alien materialized behind your lines - such things would ruin your previous plan completely.
  11. I`d like to add the following: [battle map] - corvette entrance door is still transparent, can see through it for a tile or two; - if soldiers standing in front of this door, and another one, who is standing aside, opens it, the view, of that who was in front of it, doesn`t update, so making step inside is needed to renew his view; - corvette second door opens automatically when soldier steps before it (must stay one tile before it, if don`t want it to open), but it can be closed again from that position; - damaged corvette - engine room (where power source should be) can be also uncovered, if watch from side, the flood texture is missing, you can see ground (may be it is meant to be so but doesn`t look nice).
  12. When discussing the balance we should always see the game as a whole, and how changes suit the game in general, not just "inefficient shotgun here & now" discussed for a few pages. So follows my understanding in pictures. The other point is how it would be distributed though tires/new alien types & ranks. I just see this progress slow and smooth, allowing not fans to get used to, while still leaving it a challenge for experienced ones. I`m just against super weapons and super armor (at least for xenos), you should face loses, but one turn reaction fire (sorry for that again), wiping out half of team and a tank is a little too much. Maybe it would be possible to connect difficulty progress to the players` performance (who evolves long, get corvettes in 2 month, for example), again this could work for early game mainly.
  13. Didn`t manage to recover my stuned soldiers with the basic medikit, maybe was doing something wrong?
  14. Inside of damaged (read full of smoke) corvette an Adron lost consciousness and died. I saw it because you can still see through the hull of damaged corvette if watch from a side. It is impossible to see the aliens inside, just the room itself, but in their turn the camera takes you to the highlighted area and then you can see aliens walking inside during the hidden movement phase. So the adron was walking the deck for a few turns and then just felt dead from the smoke. I checked him with soldier later. But the stun grenades seem to work just fine against them - they don`t stun:).
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