Jump to content

Grazgul

Members
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Grazgul

  1. Really liking this, can't wait to see what your next weapon is!!
  2. Submarine launched, rocket pod armed interceptors guided from a moon-base by hot chicks with purple hair? I'm so confused >_< On the plus side I like Scramble
  3. I like the selected icon unit on the UI, the second option. I do agree that it would be great to be able to see what role you've selected for a unit during battler as I often have to go into the inventory to familiarize myself.
  4. Pretty much did the same thing. If anyone wants an expansion of names I'll post my list US Sophia Emma Hannah Russia Alyona Galina Kristina German Trude Jana Winfried French Jean Claudette Melisande Australian Jessica Emily Amy Japanese Yuki Fumi Kumiko
  5. Can confirm that this is still happening. The bug only appears to be related with Sound Effects So far the SFX have been; Shooting Opening/closing doors Footsteps Civilian damage/death On my game the effects are intermittent and often have short loud periods in fractions of the hidden movement.
  6. Had a look at it and the game is pretty easy to use with Cheat engine. Put in your 1,000,000 starting funds and you can pretty much see/edit your starting money right there.
  7. I was tinkering with the idea of adding more weapons. On ammunition 'types' is it possible for research to upgrade an ammunition? Or are all the stats tied to the gun?
  8. I do think an alternative to leaving crashes 'unattended' would be a great step in helping players get to the later invasion stages. I've played 40-50 hours, with maybe 5 different games of Xenonauts and haven't gotten to the large craft yet. I would prefer to see an autoresolve for ground missions.
  9. If cheesy horror flicks have taught me anything, it's that people will always run into the field of fire!! I too have a soft spot for the shotgun wielding bogan. In particular it would be great to be able to have a MP 'team up' with the civi and you'd be able to issue orders to them.
  10. Was it used during the cold war? From memory that's roughly when Radars started become that creepy bulge. Either way, they do look cool
  11. I feel so dirty even suggesting that the women chance be lowered for troops, but it was the cold war. I do believe that there were more women serving that people would guess, as conscription and the need for bums on seats overpowered sexism. That being said, I'm very sure that number was not %50
  12. I did forget about that and I wouldn't be surprised if it had been picked up by an high-flying-UFO-killing organization, had one existed Thanks for putting that in! As for F-15 vs F-14, it's hard to pick a clear winner. The only real accepted argument is that both were exceptional aircraft. Most of what I've gathered leaves me with: The F-15 has a much better combat range and is more maneuverable. The F-14 has a much better payload and the electronics were better. Realistically, both were better then the F-16 in my humble opinion.
  13. If you don't have the upgraded missiles then you'll need to send two teams, one to wipe out the fighters and another to take out the landing craft. I like the difficulty with air combat, shooting down too many stuffs up the game a little bit. You can always wait for them to land and engage them there if your having difficulty.
  14. I'm going to disagree with this post, apart from the mental scarring Training is incredibly beneficial, what makes training better is as the game progress' you would presumably become more familiar with the enemy's tactics and you'd learn more about the limitations of their weaponry. This would lead to massive increases in troops survivability and effectiveness in combating the aliens. I didn't mind the training option. The simplest way would be for training to simply become more effective as the game goes on. Instead of 1 level, near the end of the game it would be 3-4. I also don't think that you should be able to replace your elite soldiers easily, but a rookie towards the later months is extremely weak and I wouldn't mind seeing your base soldier slowly become stronger to compensate.
  15. I actually liked the question and I wondered about it myself. The hard-points is very easy to explain. Interception missions called for two major variables: Speed & Range Carrying more missiles increases your weight and also your drag. A fully loaded fighter won't be as quick or be able to travel as far as one that only has a minimal air-air load-out. Interceptors usually attacked their target then went back to base, it was pretty rare to get into extended dog fights as fuel was such a massive consideration and their payload was usually pretty light. As for the aircraft selection. The Mi-31 definitely was one of the quickest interceptors of that era and would be more capable than most of the US equivalents, as for the F-16 though: My Opinion: The F-16 was a multi-role and not particularly stellar in air to air. It was, however 4x cheaper then an F-14. I doubt using a modified Tomcat would be particular realistic, as the F-14 is a navy plane, it would be more common to see F-15 Eagles operating from ground bases. I would love to see the F-15 as the standard fighter perhaps the designation of F-15X would be appropriate I've grabbed most of the common fighters of the cold war and thrown up their principal stats, so you can form your own opinion. I've only really included the stats that have the biggest impact on intercepting high flying craft F-14D Tomcat Tangible Stats: Combat radius: 500 nmi (575 mi, 926 km) Maximum speed: Mach 2.34 (1,544 mph, 2,485 km/h) at high altitude Service ceiling: 50,000+ ft (15,200 m) Armament Guns: 1× 20 mm (0.787 in) M61 Vulcan 6-barreled gatling cannon, with 675 rounds Hardpoints: 10 total: [6× under-fuselage, 2× under nacelles and 2× on wing gloves] F-15 Eagle Tangible Stats: Combat radius: 1,061 nmi (1,222 mi, 1,967 km) for interdiction mission Service ceiling: 65,000 ft (20,000 m) Maximum speed: Mach 2.5+ (1,650+ mph, 2,665+ km/h) Armament Guns: 1× 20 mm (0.787 in) M61 Vulcan 6-barreled gatling cannon, 940 rounds Hardpoints: Total 11 F-18 Hornet Tangible Stats: Combat radius: 400 nmi (460 mi, 740 km) on air-air mission Service ceiling: 50,000+ ft (15,000+ m) Maximum speed: Mach 1.8+[13] (1,370 mph, 1,915 km/h) at 40,000 ft (12,190 m) Armament Guns: 1× 20 mm (0.787 in) M61 Vulcan nose mounted gatling gun, 578 rounds Hardpoints: 9 total [2× wingtips missile launch rail, 4× under-wing, and 3× under-fuselage] F-16 Fighting Falcon Tangible Stats: Combat radius: 700 km (unconfirmed) Service ceiling: 50,000+ ft[1] (15,240+ m) Maximum speed Mach 2 (1,500 mph, 2,410 km/h) Armament Guns: 1× 20 mm (0.787 in) M61 Vulcan 6-barreled gatling cannon, 511 rounds Hardpoints: 11 [2× wing-tip Air-to-air missile launch rails, 6× under-wing & 3× under-fuselage] As you can see the F-15 was faster, flew higher and had more range then the other aircraft. It's such an iconic aircraft aswell that I'm sure it's a popular choice. I wouldn't mind seeing it added as an additional aircraft, similar to Mi-31s and how they are unlocked. Obviously the Mig 31 (Mi-32 in Xenonauts) was the better interceptor out of any of the above: Mig 31 'Foxhound' Tangible Stats: Combat radius: 1,450 km (900 mi) Service ceiling: 20,600 m (67,600 ft) Maximum speed: Mach 2.83 (3,000 km/h, 1,860 mph) Armament 1× GSh-6-23 23 mm cannon with 260 rounds. I think 8 or so hardpoints (my memory is blanking >_<)
  16. It is a misleading title. I'm unsure of what an appropriate replacement name is, my (most likely) useless ideas: Alien Alloy Interrogation Alien Alloy Recycling Alloy Salvaging basically anything that is similar to re-use is better then an adjective that has a connotation with production/creating
  17. This is something that can bother me a little bit and I know anyone who plays xenonauts or watches cheesy horror flicks feels the same way. The number of times a civilian has done something stupid and left me yelling "You idiot! Why did you run out of the barn!!" has caused me to think about smartening up the civilians. This post is on the basis that keeping civilian alive actually has an impact on your game, as I haven't found much of a reason for the score yet. Instead of coding in fancy AI or having battle trained farm hands. I think it would be better fitting into the skills & training features that are under construction. Perk: Expert Marshal A great perk for this training would be that MP trained soldiers who come into contact would be able to add the vision of the civilian or local troop to the squad sight. So I wouldn't mind seeing soldiers being able to be trained to control civilians to a certain extent Training - Military Police An MP would be able to effectively give orders to civilians and local forces. The ideal mechanic An MP trained soldier would be able to directly que up movement orders for civilians (possibly local forces) when they are close enough. MPs would also be able to issue simplistic behaviours to civilians and local forces. Things such as 'get to the chopper' or 'stay down' would be an example. These could continue after the MP effectively 'loses control' of the civilian. It would mean that an MP can effectively run up to a civilian that is dancing in the street during a terror mission, get them into a building, then get them to stay there while the MP continues the fight.
  18. I really shouldn't write posts when I'm at work, apologies as I seem to forget to elaborate. I really liked the way cars, fuel tanks, barrels, crates and things like that worked in EU. Essentially the way the mechanic appeared to work was that there was two ways to destroy an object. 1. You could remove all it's hp (the current xenonauts mechanic) 2. Or you could set the object on fire by dealing light damage to it, you would then have a turn to run away before the object exploded. I really enjoyed the system as you could 'flush' out enemy just by hammering the combustible cover they were using and then setting up over-watch (reaction fire in xenonauts) to pick them off as they fled. Buildings could function in the same way. They would start crumbling and you'd have a turn to bail. I think that would really add to the wow factor that the OP is referring too. Mainstream players above the age of 15 generally don't need flashy graphics to be visually impressed. It's more about visual activity and having that impact the game play.
  19. http://i5.photobucket.com/albums/y151/Silece/CyborgSpider.jpg Let's roll! I do agree with the OP in sorts. The game-play is incredibly solid and honestly there's nothing wrong with the graphics. I am more bored of X com EU and that has incredible visuals. I do find that what I'm doing needs some visual stimulation. I wouldn't mind some more 'activity' during the game. Some of the things I'm talking about: Strategic Screen: Radars sweeping - This could actually be the detection chance mechanic, visualized local forces intercepting alien craft on your radar A more 'base like' approach to the interceptor missions. You're watching the dogfight from a computer display (i believe) so it would be great to give it some more Character, a border and some radar flashes. Maybe even blinking instead of fading away when destroyed. During combat: The hidden movement really spaces me out. I get that it's a stop gap and will be replaced, but let's do it sooner rather then later. Explosions in the same manner as xcom: EU. I really liked the way it worked and would love to see it here! This is by no means a thread hijack, I wouldn't mind seeing people get back to the topic so I thought I'd throw some constructive criticism
  20. Security camera vision is a pretty cool idea. I wouldn't mind seeing it tied to a module in the control center. Aliens destroying the camera's would be great. A few more ideas that wouldn't be bad for a base assault. Can someone advise me on the doable-ness of them? 1. Modules spawn civilians of their type => scientists, engineers ect. These being killed would lower the count of a relative field. 2.Being able to purchase security forces from the employee tab. They can spawn as two types: Security guards - these in particular they should be protective of civilians in terms of spawns and behavior. (they aren't there to take on the invasion force, they are there to protect the human resources!) Base Defense - Typical local forces behaviours but more armed and wearing combat armour (eg Spare Armour and weapons from the armoury) 3. Assigning troops to 'local guard' - This is a way to increase your squad size, without increasing it. Soldiers would come in as local forces, with their gear and stats. They wouldn't be controllable, but they would assist.
×
×
  • Create New...