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Solver

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Posts posted by Solver

  1. I'm also interested in how it's actually possible to get to the final mission without being ready for it. The final mission requires a captured Praetor. That means at least one successful raid on a Battleship or an alien fortress. You can't really manage that without a team of experienced soldiers and good gear. And you don't even get to see Battleships unless you've developed some decent tactics - if your tactics are subpar, then I think Landing Ships is where you lose the game.

  2. This is an interesting perspective, since I would have the opposite complaint about the final mission. It's too easy. It's easier than some other late-game missions (Carriers, Battleships, the largest alien bases), and to me the Xenonauts final mission has usually felt like a show of your own superiority. That's as long as you have end-game gear. Enemies are clustered close together, a singularity cannon can wipe out most of each cluster, and magstorms finish off the rest. If you have a full team of soldiers with mixed Predator/Sentinel armor, a couple of Singularity cannons and mag weapons for everyone else, it's pure dominance.

    • Like 1
  3. I haven't played V7 yet, but from the description and the visuals, a few points.

    The overall layout seems much improved. It should mostly address the previous dropship's main problem of being very exposed. It might be nice to have a bit of empty space also to allow for more movement initially. The frontmost two soldiers should perhaps be a tile away from the ramp and not directly in front of it.

    Or consider making the side doors be a 1-tile corridor, so a soldiers steps through one tile on the way out.

    The sides should in my opinion be either completely solid (like X1 Charlie), or if they have windows like now, then the windows should be breakable (though probably not too easily). Indestructible windows are not immersive, and are inconsistent with the rest of the game.

    I really don't like the idea of increasing it to 10 soldiers. Let that be an upgrade, the starting dropship being 8 soldiers is more than fine. Increasing it to 10 means a 25% increase in your firepower, which doesn't feel remotely necessary based on V6, and I don't think the game calls for an increased number of enemies to compensate either. 8 soldiers has always felt like a sweet spot for early missions in terms of unit management as well - I remember that some pre-release X1 builds tried 6 and 10, and both of those options definitely felt worse than 8.

    • Like 1
  4. I think you might need to be careful with the random elements, and with the subjective feeling that players get in the game. It's important for bravery to feel like it matters. A lesson from X1 - it shipped with psionics not working as intended, that is, bravery was mostly meaningless and psionics were resolved with a random roll, only marginally affected by bravery. Many players complained about psionics feeling wrong but that bug went undiscovered for a few years, and resulted in the game just feeling subtly wrong in that regard.

    • Like 1
  5. 2 hours ago, Arabian Knight said:

    Agreed. And Oblivion was my favorite of the Elder Scrolls games. As Skyrim proved, however, better voice acting does not equal a better story or atmosphere (especially if all that variety in VA talent only leads to two lines per character).

    Cheezy VA I feel would take away massively from the game. VA in general, perhaps not. This feels, however, like something that would have be planned much in advance of where the game is now. A voice here and there may be more feasible, or perhaps just for the lead scientist's briefs? Also consider the fact that the voice acting does limit modders later on, if they decide to add elements that normally would have been voice acted. I'm not necessarily arguing against voice acting in general, but it's probably a bit late to implement it on a significant scale. Everyone has their preferences, and while I would certainly laugh at a zany line every now and then, too much of that would turn me off personally. That's one reason I personally do not play the Warhammer games. I like the darker theme of Xenonauts, and the humor was done well in a way that did not detract from that. That last part is purely my opinion, of course.

    I really like what Wyldfyre said as well regarding individualization/customization of the soldiers and vehicles and what not. The medals added were pretty cool, and it would nice if they gave some sort of bonus, but cosmetic differences (not to the fantastic scale of X-Com, of course; we do not want to lose Xenonauts' unique style) for veteran soldiers or vehicles would highly enhance the experience. Also I feel that would be a lot easier to implement than additional voice acting, and easier for modders to add to later on if that becomes plausible.  The original post was spot on in highlighting how one of the areas Xenonauts 1 could have vastly improved was the ambiance (I agree with Coffee Potato about 3D modeled shell casings, but if it's not a hugeproject, maybe sprites or images could be used), especially with regards to the dropship sounds and dust and such things. Of course, these are minor things to be added if Chris is happy with the state of the gameplay.

    Yup. Maybe getting a bit off topic here, but I think Oblivion's horrible VA wasn't so much because the actors were bad (though some were IMO), but rather because there were so few voices. When every Orc in the game has the same voice, it's immersion-breaking.

    And that leads to the conclusion that quality VA is costly. If I imagine VA in Xenonauts, the idea is fine, but if the game only had 1 male and 1 female soldier voice, it would just detract from the atmosphere. Goldhawk is obviously a small studio, and while I'm sure they could record a few lines, they just couldn't afford VA that's even halfway immersive. 

    Overall I really think X1 had a great amount of character for such a low-budget game. The art had a distinct style, the Chief Scientist was a great snarky character - a major writing achievement since the game's text was almost entirely research reports - and the soundtrack was pretty great. The visual design of aliens is the only major flaw of X1 atmosphere-wise.

    • Like 2
  6. 5 hours ago, Max_Caine said:

    Eh, I'd advise against making the cells any smaller. If a binary either/or situation (I can use a burst, or I can keep shooting) is forced then the "choice" is lost. I personally believe it's better to encourage people to think it's a good idea to drain the cell rather than force a binary choice on them. I can pretty much predict when X2 goes early access, if the cell is any smaller it will be modded to be made larger. 

    I agree. The general recharging design is probably good, but a 3-shot cell isn't.

    One more possibility is to delay the recharge - instead of recharging 1 shot per turn, make lasers only recharge if they were not fired in the preceding turn.

    • Like 1
  7. Laser weapons - they're supposed to be limited in ammo due to the recharge mechanic, which I don't think works well now. They recharge every turn. A laser rifle has 5 ammo, so if you shoot 2 aimed shots per turn, you can still afford to do it for 5 turns. If you do a burst + normal, the next turn will still see you at 2/5 ammo, allowing two shots. Given that it's common enough to spend a turn repositioning with no targets in sight, I don't feel like lasers are severely limited by their low ammo now, which they are meant to be.

  8. 59 minutes ago, Max_Caine said:

    I'd disgree there. A soldier hit with Mind War is still usable in the turn before it takes effect. You can take a few shots, and then dump all the gear the solider is carrying before it is mind controlled. 

    Oh, I had not made any connection between Mind War and mind control. I had mostly seen the effects of Mind War dissipate. Now I feel stupid.

  9. So one old, familiar balance issue - mind control is currently instant. That doesn't work well. It's not balanced, and more importantly, it does not feel fun or reasonable. One soldier that gets taken over is very likely to kill one teammate immediately, perhaps two.

    We've been through this with X1, where basically everyone hated mind control working like that, and it had to be changed in a patch.

    • Like 1
  10. During a ground combat mission, something went wrong and black tiles would no longer be revealed as I moved to get vision of them. I saved and re-loaded that save, upon which the problematic tiles became visible, but one Wraith seems to have become a "ghost". Load the save and note how the Wraith won't be targeted, that is, the target cursor doesn't appear when moving over that Wraith. Force-firing also seems to target the ground tile and not the alien. The alien is still there though, and can be hit by splash damage.

    gc2.json

  11. I realized the floor thing later, it's definitely confusing how visually the floor is above the ground but is ground-level mechanically.

    What's going on with walking through walls though, as in my second post here? Also the inner light-coloured walls can be walked through, like in the first screenshot that inner wall separating a smaller room, you can just walk through the wall from the bigger room.

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