Jump to content

green slime

Members
  • Posts

    19
  • Joined

  • Last visited

Posts posted by green slime

  1. You should also need to populate it with medical staff, which should also consume living space, which incidentily should also apply to the pilots and command & control team.

    Then you can also start to have experience and skillsets for those staff as well... Then when the base gets raided, the aliens can slaughter the staff, and steal all your supplies.

  2. OK, according to Chris each tile is GRAPHICALLY modeled as 1.6 meters. BUT, the weapon ranges are compressed by a factor of about 10 - 15x. So, to keep things consistent you'd really have to reduce the throw range to about 3 tiles, get it? If you did the non-compressed ranges then your grenade would have a kill radius of about 10 tiles, a danger radius of 125 tiles and you could throw it about about 30 tiles. Your assault rifle would have about a 100% hit chance all the way out to 60 tiles (nearly across the whole map) and could easily get hit out to 125 - 150 tiles. See how that would mess things up? You really wouldn't need anything, but grenades and shotguns using a system like that. You kind of have to look at the map like it's a threater stage where they are showing a little bit of a much larger picture and you have to use your imagination some. To really do things perfectly to scale would require gigantic maps at the detail level Xenonauts uses. They would take up hundreds of gigs on your harddrive and would be impossible to download on the internet.

    The contorted ranges and views functions for rifles and LoS, because they function approximately as the OG, but system this breaks down when it comes to grenades, because player expectation is so different from what the game actually provides. As always, there has to be some form of compromise. In a game based on on the original, the discrepancy is just too glaring.

  3. 2 or 3 tiles? For lobbing a grenade? That does less than 1 tile radius? (it doesn't damage all 8 squares around it, just four squares). Are you seriously suggesting people can barely throw something to hit a 5' square from 10' away?!? You talking about making something useless in the game into something designed to kill players from fits of hysterical laughter.

    From the aforementioned wikipedia:

    "Modern fragmentation grenades such as the United States M67 grenade have a wounding radius of 15 m (half that of older style grenades, which can still be encountered) and can be thrown about 40 m."

    If we generously assume 1 tile is 5 feet, 3 tiles is 15 feet, or just under 5 meters; so lobbing a grenade 10-20 meters, or 6-12 tiles is not a problem. (as the article says, 120 feet, or 24 tiles...) The issue is the mild pop it makes in game and the little puff of smoke it makes to infuriate the plasma equipped alien.

    I'm not asking for lethal damage. Nor pinpoint accuracy. Just a big bang when the thing explodes that at least does some damage.

  4. I know, but in the game you don't clear rooms very often. Also, I'd be willing to bet well over half the aliens are killed by direct fire. The only room clearing do is the inside of the ship usually and I use stun grenades for that because I don't want to break anything. I guess I should have specified urban combat vs. open field.

    You don't clear a room in the game very often, because the damn grenades are useless. Range, AoE and damage are too low. I can accept a degree of inaccuracy over a greater distance, but it shouldn't be so difficult to hit someone with a small weighty object when they are less than 60 feet away. You should at least get the grenade within hurting distance, and remove/damage their cover, and/or stun them.

    From wikipedia

    "Modern fragmentation grenades such as the United States M67 grenade have a wounding radius of 15 m (half that of older style grenades, which can still be encountered) and can be thrown about 40 m. Fragments may travel more than 200 m."

    The level 1 grenades in the game are more like glorified firecrackers.

    Currently, the game consists of inching forward slowly across the map in order to take multiple aimed shots versus single aliens. (More "leap-crawling" than "leap-frogging"). A well entrenched alien behind good cover can halt progress completely for many turns, as a single alien plasma shot kills a Xenonaut outright, but the aliens take multiple rounds to kill. Thank goodnass for the AI challenge, because a co-ordinated response to a Xeno dustdown would be a massacre.

  5. There are anti-UFO missiles, its a room you can add to a base. They get automatically upgraded with certain tech to Laser/Plasma/etc Cannons.

    Having Scientists and Engineers wouldn't actually add much. They're just numbers, and are likely to block doors with their silly movement. Replacing them would just be a chore of ordering new ones and waiting 3 days.

    Apoc had it due to the scientists and engineers being unique. They each had a 'work-rate' stat so losing them could effect your research noticeably.

    Ah cool. I'll just have to get over this hump at work, then I can get stuck in!

  6. It's not just names...

    How about looking at the images, posted by goldhawk, depicting the Research chief, the Chief Engineer, The Barracks Officer for the base. It is all Northern European, and creates a disconnect between base location and reality. Part of the experience in setting up bases around the world, is global co-operation. If all the important team members the player interacts with are "Aryan master race", except for a few grunts, the game starts to reek of South African Apartheid.

    In 2013, isn't it time we got past our cultural bias?

    (I'll say nothing of just the ludicriousness of the African Ukrainian Jeremiah)

    It should be quite simple on a splash screen, to display different figures, to reflect the region (in broad terms) in which the base is located. Furthermore, it should also be simple to have names and appearances of grunts to be recruited, regionally weighted. Small details such as this allow for better immersion (more so than having yet another rifle with marginally different performance). It's no big deal. Nothing difficult to programme, or requiring hours of rendering.

  7. Well, if you look at the images on that link, almost all the characters look north European (except the Ukrainian Jeremiah Jobsworthe... In 1979, I don't think there were that many Africans with Ukrainian passports...), when the base is in North Africa. I don't know about you, but I think it would definitely help immersion if majority of the soldier's names and appearance matched their origin / base.

    So in an Asian base (say in Japan), you'd have more Asian characters (appearance, names) as scientists, engineers, and rookies/squaddies. In the Indian base, you'd have more Indians. in a North African base, I'd expect to see more African names, and appearances. In South Africa, almost only caucasian. Of course, you can still send troops around between bases, but the primary recruitment for each individual base would be regional at best.

  8. If we're going with a rag-tag band of misfits motif, no aircraft in the U.S. arsenal would be particularly apt. A better choice would be something like the Saab Gripen due to its very low maintence requirements, ease of service, and low acquisition costs.

    If we're going with badass military organization with unlimited funds, an F-15 or even F-22 clone would be the obvious choice. These two aircraft represent the premier air superiority fighters of the Cold War and modern day respectively.

    In 1979?!? No Gripen, I'm afraid. For low maintenance, the choice would then be JA-37 Viggen, which I believe is actually one of the few aircraft which has achieved a missile lock on a SR-71, and was field maintained by conscripts. But it was never that cheap, as it was never successfully sold to another operator than the Swedish Air Force. For "cheap" we'd have to look at Northrop's F-5.

  9. For Base Attacks, I'd like to see;

    Civilian protection a priority (The Engineers / Scientists in the base should be present on the battlefield, losing them should reduce their count)

    Base defences beyond just interceptors; the ability to purchase anti-UFO missiles, Cameoflage -> later ghosting, the base. The base should also be defended by other, friendly forces.

    As previously suggested; a purpose to the alien mission; base destruction, liberation of aliens, capture of research. The composition and size of the invading force would vary with the purpose, which in turn varies with how far the plot had advanced.

    Various forms of Security Cameras (both mobile and stationary), microphones, and sundry information systems, which of course the aliens have methods to circumvent (Ghosting, EMP disruption, etc).

    Given the expected level of tech, the aliens could actually have knowledge of the entire map; via insect-sized (invisible in the game) probes. Later tech could descover and produce a countermeasure, reducing alien effectiveness in Base ionvasions.

  10. Well, the F-16 and F-18 are far more maneuverable than the other planes you listed. In a gun fight, I'd want those, but long range ATA the F-14 wins hands down over all of them with the era. Better electronics, larger load out, and of course the Phoenix missile could only be carried by an F-14. I do believe it is possible to mod different AC into the game, so you can probably have anything you want within limits if you're willing to load a mod or make one.

    The F14A supplied to Iran so dominated the airwar between Iraq and Iran in 1980-1989, that mere presence of an Iranian F14A in the area caused the Iraqi pilots to abort their mission. Inspite of being supplied with then current airframes from both France and Russia (Mig 21's and 23's, Mirage F1). In a mission to shoot down a UFO, I'd want an F14.

  11. 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]

    F14A was the variant available in 1979. It was sold to Iran as well. The F-14D variant was first delivered in 1991 (Not that the paper statistics would alter too much)

    IIRC, The F18 was not operational until 1983. The F16 was operational in 1980. Both designs could of course been ready earlier, in different circumstances.

  12. Hi,

    I'm a long time fan of XCOM, having played the original all those years ago. I admit I have not yet had the opportunity to acquire the pre-release from Steam, as work pressure is through the roof currently. While sneaking past a few webpages about Xenonauts, I stumbled across this:

    http://www.goldhawkinteractive.com/forums/showthread.php/3748-New-UI-preview!

    Now, the people in these images seem remarkably Northern European for a base in North Africa. It struck me, wouldn't it be cool if the majority of the people on the base appeared to come from the region in which the base was located? Would this not contribute greatly to the feeling that it is a truly international effort?

×
×
  • Create New...