Jump to content

Solarius Scorch

Members
  • Posts

    171
  • Joined

  • Last visited

Everything posted by Solarius Scorch

  1. Harmor, you can attack any UFO multiple times, each time coming back with new rockets. At later stages, this is the only way to go, at least for me; however, Corvettes shouldn't give you so much trouble, they fall easily to alenium torpedos. Anyway, this problem will be fixed indirectly, since Devs promised us that scouts would be available for combat until the end of the game. Yay!
  2. Just to clarify: renaming hiddenmovement.png did nothing. When I renamed hiddenmovement_small.png though, the problem was solved. BTW Tiesemans, that's what I call a burning spirit!
  3. Hmm, the only viable idea here is some sort of "psi-EMP" grenade that would temporarily disrupt alien psionic link, making the alien trooper confused or even unconscious. But hey, the electro-shock grenades work almost exactly like that (effectively), so I guess it'd be superficial. Of course you could think of something like a "psi bomb" to be dropped on the crash site, but that's in the "won't happen" department, along with air strikes and such; and rightly so.
  4. Well, at least they could avoid the aliens a little. I once had three people surround a reaper so tightly it couldn't even move...
  5. Not sure about v19, but back in v18 I felt gas grenades were useless and didn't work at all. Flashbangs, on the other hands, were working very nicely.
  6. I already said it somewhere, but I'll repeat here because it seems the right place: Laser weapons should become freely available to the Xenonaut soldiers when they enter widespread use. Obviously they are produced in large quantities, just like M16A1s. Oh, and a bathroom is a must. Remember X-Com Apocalypse?
  7. Completely mitigating the darkness effect would make the day cycle moot. What could be done though is enabling the following effects when nightvision goggles are in place: 1) Penalizing sight range even further. Night goggles penalty stuck with the helmet penalty. 2) Highlighting silhouettes of life forms, also far beyond the normal sight range (though no further than daylight range). This is a very raw idea that is 2 minutes old at most , but I can't see any other way to go. The main problem would be preventing use of nightvision equipment with flares, which are far too bright and would blind the soldier. I don't know how to implement this, apart from giving ALL soldiers on the team either flares or nightvision goggles, as decided by the player.
  8. Speaking of the font, I hope the final version will support non-English characters. Many Scandinavian or Slav names, among others, look weird right now.
  9. Yes, my thoughts exactly. If anything else fails, we can have the alien time divided into several sub-squads for various tasks, like: UFO defence, anti-personnel assault and open terrain campers. It would be rather crude, but should do the trick. I guess we're quite away from the main topic now, but oh well.
  10. Yes, that. I tried playing with traps in many similar games and they only worked in UFO: Aftershock; otherwise it was too hard to place a mine on the future path of an enemy. Oh, proximity grenades in the original EU worked fine, but they're something else. As a side note, I wouldn't mind the AI getting a bit more aggressive and actually hunt the Xenonauts instead of just waiting for them (only applicable to the non-defender aliens, of course). It would probably make the game easier since it wouldn't be so much of a castle storming, but also more exciting and tactically challenging.
  11. Well, it could be useful in certain situations to prevent silly cases like a soldier back in EU who couldn't leap over a 40 cm wooden fence. However, most windows in Xenonauts are either too small or probably reinforced, so you have to make bullet holes in them to pass anyway. So I think it's not terribly vital.
  12. Of course, you can play around with the files to enable it.
  13. I wish we could have a system similar to the UNIMOD (a mod made for UFO: Extraterrestrials), which boils down to the fact that each unit has a Hearing stat and a Noise stat (not sure how weapon sounds fit in). This allows the player to detect aliens which are close but unseen, for example around corners, but the sound mark is only placed approximately so you can't use it for aiming. Oh well, we all have our wishlists.
  14. I'm not sure whether my vote will count for anything, but I like the fact you don't need to buy clips and small arms. Back in Enemy Unknown, it sure felt weird to me that I need to fight tooth and nail to get funding for such basic stuff from the world economies I'm supposed to protect... It made me feel like I'm more of a political excuse than real Earth defence forces. Which is awesome and inspiring in its own right, but I think it wouldn't be as fitting in 1979 as in 1999; the 1979 political reality was completely different, nations regarded each other more seriously due to the East - West competition, the nuclear threat and so on. So unlimited small arms is yes. Speaking of small arms, it irks me that at a certain level I have to painstakingly produce laser weaponry while every single policeman on Earth has one. Wouldn't it make sense to make lasers unlimited and free to once they enter widespread use? Obviously they must be mass-produced somewhere, which means there's a lot of them and they're bound to be much,much cheaper than your prototypes (that's why your lasers are so cheap when you try to sell them; they're prototypes competing against large companies).
  15. Hello, this is my first post here and it contains some ideas based on the current Steam release. The game is already wonderful, beautiful and enticing, but I'll focus on the shortcomings (of which you are probably aware anyway, but a voice always counts). Sorry if some of these have already been addressed, I'm not exactly a regular on this forum yet. First issue: laser and plasma cannons aren't worth researching, not to mention manufacturing. The missiles are so much better that the cannon makes litttle to no difference in air combat. Pounding an Interceptor - which is well-armored, but still small - with cannons is pretty much useless. The big difference comes with Gauss cannons: these are worthy of having, but still nothing in comparison to the plasma beam from X-Com. I wish the better cannons were at least useful enugh to warrant the expenses. Second issue: the Valkyrie is way too slow. The Xenopedia says something about 2000 kph, while it barely makes 1200 kph. I personally don't mind it much, but I find it hard to justify. I think it'd be valid to assume that the founding nations don't care much whether the craft is completely destroyed or not, as long as it's no longer dangerous. It's the only the player's choice whether they want a crash site or not. I'm not sure if unattended crash sites that disappear should give negative points or not, but I think they shouldn't. How about adding diplomatic missions? I've always wanted to bust in on a secret meting between the aliens and country officials from a wavering country and set things right. It could also give you some additional leverage in negotiations with this particular country, since you have the evidence against them and you also have proven your efficiency. Plus, it could help set the 1980 feel of the game. I strongly support the latter option. Building a base just to improve relations is a desperate move, but it should have at least some impact on funding relations. After all, a base means better protection, and is also a demonstration of strength.
×
×
  • Create New...