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Solver

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Posts posted by Solver

  1. Sounds pretty awesome. An early game phase where stealth is the most important thing, as you're easily killed if discovered, followed by a ramp-up phase, and finally a phase where you can openly attack because you have gained enough resources and replicated your own technology. Could be a great game.

  2. I am also pretty convinced I am going to have multiple paths into the Command Room to reduce grenade spam horror.

    This honestly sounds great. I think alien bases as a whole are a bit too heavy on explosive use (entrenched aliens behind cover are far easier to beat with explosives than without), but command rooms suck. They are pretty dangerous to assault, which is as it should be, but also boring. I end up using smoke to conceal myself and then basically throw all remaining grenades before storming in. It's not optimal gameplay.

  3. I'm in agreement with Buzzles.

    Yes, it would make sense to bring some extra items on the Chinook. Yes, the original did it. But it removes the element of being concerned about bringing the right equipment, and enough of it. It would mean I can kill aliens outside a UFO, then switch to a full shotgun loadout and storm the UFO. Or that I can equip 4 guys with rocket launchers and in addition to their backpacks also have another 20 rockets in the chopper.

    Not having extra cargo is one of the things that makes resource management important.

  4. Thanks, this is excellent apart from the fact that I have a lot of things to do over the weekend :)

    Preliminarily, the one thing I am not sure about from the changelist is the negative modifier to hitting other units with scatter choice. I find it very Xcomish that firing a burst has the chance to hit everyone, not just the target. I hope that remains in place to some degree.

    I also wonder what the intended use of jetpacks is. If soldiers can not fire while mid-air, it appears that they serve no function whatsoever?

  5. Chris, I think both alien problems could be solved.

    Give them actual finite ammo and reloads, but large clips. Just like in the original, where ammo was almost never an issue for you or the aliens. And then maybe further increase penalty for humans using alien weapons so that their large clips would not become too helpful to human soldiers.

    Also let them pick up any weapon from the battlefield, just falling back onto their default armed sprite (plasma rifle, pistol, whatever) with any weapon that there is not a separate sprite for. I'd say as long as it's any existing sprite except the unarmed one, it's fine.

  6. There comes a point where these things get old because you've seen it so many times before, but later, there comes a point where that old stuff becomes fun again.

    Anyway, on the subject, I believe both Linux and Mac OS ports are currently somewhat outdated, and hopefully more up to date ones are made for the next version. Unless Goldhawk can find a way to make it work on Steam, which would be even better.

  7. I think the interceptor CAP case is distinct. The RNG should be a part of the game, and a somewhat significant one, but the consequences of a RNG roll need to be within some sane range. Losing your dropship with your best troops is as dramatic a consequence as can be, that's the most punishing thing that can happen to you, and I'd argue that particular case needs a fix at least in terms of better escort capabilities.

    Losing a new-ish base is nowhere near that critical though. If the RNG attacks your base in its first week when it still has no defenders, that's a setback, but it's not the murderous event that losing your team is.

    The point about scouts being shot down is an important one. I do not immediately have a solution that has the best of all worlds.

  8. Base attack mission UFOs do not pop up that often in my experience. Further, this concern could be addressed even better by (again) requiring a scouting mission to find the base first. The probability of the aliens detecting and attacking your base within that week-long window would not be especially high.

    This may also be tangentially related to the issue of whether perhaps it should be possible to get the initial buildings up faster in a new base.

    Right now, there isn't any real feeling that my subsequent bases are in danger. The base most likely to be attacked is my first one, and it has the best protection - a strong air wing that may shoot down the attacking UFO, and the base also houses my primary ground team. Peripheral radar/research bases are safe.

  9. On the subject of base defense, I'd love it if aliens could attack any base that they discover. If they attack a newly established base, well, tough luck. That would be extra motivation to outfit every base with at least a skeleton crew of defenders. As it stands, it seems that aliens not only prefer to attack older bases but also prefer bases from where you launch strike teams. Meaning generally that protecting your first two bases is sufficient.

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