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xman0

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Everything posted by xman0

  1. A flying enemy would be wonderful, appropriate, appreciated!
  2. Would be fun! Maybe listing casualties, terror/base attacks, intercepts, etc. Not sure the geopolitical consequences could be accurately parsed.
  3. O.K., I'll get flack because I am sure that this topic already exists elsewhere.... What are Greyhawk's goals beyond Xenonauts? Focus on some expansion packs ("DLC", add-on, gold edition, etc., etc.)? "Xenonauts 2"? Something entirely else? Just curious.
  4. The new change to # 2 doesn't seem better. Different, not better. Each option makes sense. In the end, assigning a soldier to a dropship (or, to the "unassigned" group) accomplishes....nothing. Once the view changes, the soldier is already there, so...what is the advantage? I'd say leave it the way it was because jumping views doesn't DO anything.
  5. Since this is such a good game, folks, I imagine, would pay for a DLC/Expansion Pack. I sure would! It could even go down as a Kickstarter campaign if Goldhawk wanted to explore the idea (trading some profit for security).
  6. Well, what would be the downside?
  7. Not sure if it is logical if.....a person is in battle, then goes berserk (not, mind controlled), that they would turn on their comrades. If they shot at a target and accidentally hit a team mate who was in the way, then, sure. Going, berserk, well, you'd unload on any enemy or enemy position, even if you had a bad shot or would expose yourself. You might also shoot at "shadows" spooking you. No?
  8. Seems no reason not to have Artic and an Antarctic strips! Detection may be a big concern, and, they would, consequentially, provide excellent locations for alien bases. This could be a way to challenge players late game. The artic battlegrounds are already there (of, course, an "ice map" could just be a vast, flat expanse of snow, with a little hill or two). X-COM (ooops!!! I meant to say, Xenonaut) bases could be put there, but, they should be more expensive and have double build times.
  9. I've had soldiers survive death-by-reaper! One tough cookie, now that's a special forces trooper!
  10. Have the fighters go to the landed UFO, they will circle; send the transport there. If the UFO takes off, then, the fighters will hopefully intercept it right away (unless you have very bad luck) - entirely a matter of timing (so far that the fighters don't leave for lack of fuel before you can deploy your ground assault).
  11. Please keep the local forces in the game! Just too much fun!
  12. Caaygun suggested, "I also have a balance suggestion: Having enemies in sight increases chance of berserk, and having no enemies in sight decreases it." ...what a good idea! It seems that beserk has changed over version as the game is tweaked and tuned, so, we have all had some different experiences.
  13. ...if a region pulled out of Xenonauts, then, the aliens could enter their air space with impunity?
  14. Beserking seems to behave too much like mind control (what significant difference?).
  15. We know that the developers are limited by time and by budget! We know that we continue to ask for new and expanded features! We know that the game will close/finish soon! We just want to help the developers......all the way to expansion packs and to Xenonauts 2! :p:p:p
  16. Stealth UFO...an idea! Also, when the aliens continue to be frustrated in their attempts at land missions, should they, perhaps focus on attacking bases that have active radar? I believe, perhaps, the original X-Com (1?) game had bases that used radar made more likely to be detected by the enemy for assault.
  17. There are some good remakes/inspired games; one example: http://ufoai.org/wiki/News
  18. Nothing personal... I LOVE THIS GAME! Truth be told, the combat AI in prior versions seemed to me to be more challenging...and, yes, the aliens do seem to posses superior vision.
  19. Hello, I just thought to share some observations after completing V22-5; this is nothing more than one person's point of view, however, there is always a chance that the developers may see something of interest to them. BTW, yes, yes, yes, this has been covered here and there in the forums, but, without my bringing them up again, it may not seem like someone else really thought likewise. ***Minor Spoilers*** I. The final battle. - the "High Praetor" is listed as a "Praetor Leader" (pretty sure it should be a different class) - the High Praetor now charges down towards my troops (quite sure that it should not move than a few spaces from the throne) - I dropped a weapon (yes, the singularity cannon, of all things) on one of the squares that ring around the landing zone while inside the entry room (the next square was a hallway square), well, I could not have anyone go to that square, it was off limits! - the reaper release worked just as described....please increase the random release timer by a few orders! It is not realistic that anyone can even run to the three targets through all of those enemies in such a miniscule amount of time, seriously. II. Combat - it seems like the enemy AI has turned into "charge at the xenonauts until you are within weapon range, mill around and keep firing", I know that this is development, but, the enemy tactical combat AI seemed to have lapsed into senility...no challenge, no tactics...they don't really charge, they don't try to ambush or use cover or concealment - it would be nice to include a few other types of foes (OK, not realistic, but, it sure would be) - a melee weapon (i.e., combat knife) would be a realistic last resort of any self-respecting special forces commando III. Psionics - so....the enemy can target humans anywhere on the battlefield, even if they are NOT in line-of-sight...are we certain that is what we want?? - any option for troops to start wearing tin foil hats (LOL!!)? - please have troops who berserk shoot wildly at any visible enemy or any nearby location, NOT at other troops! That is called "mind control" (murdering your own team mates), not, "berserking ,as in becoming scared and shooting wildly" - it seems that a few aliens can launch multiple mind attacks per turn (I have no idea how the mechanics on this work), now, this seems significantly unbalanced IV. Other - once I have established air superiority, then, the terror missions, alien base building, city bombing, and, xenonaut base invasions all cease...really, really boring...perhaps, sometimes they can get through undetected? IDK, several bases with interceptors and the invasion waves are toast - a few new faces and names for the pool would be good (keep getting repetition) - for a world community that has acknowledged that mankind is facing a genocidal invasion by technologically superior aliens, the amount of funding for the xenonaut program is ridiculous. It is not as easy to make money (as in XCOM), and, one American fleet or one Russian army group would cost more per year, so, while the budget should be important, but, it seems too severe - remember those raids from XCOM Apocalypse??? :-) I am certain that other forum members have even better suggestions!
  20. Hello! I am sure that this has been raised elsewhere...but, can anyone imagine special forces deploying with combat knives or skill in hand-to-hand fighting. I suggest that all xenonauts automatically come equipped with a combat knife and/or a fists/feet option. Now, there is NO doubt that the lethality of these would be small against enemies, particularly against the ones with great strength and armor. However, the important point to make is that a commando is never helpless, always a weapon. What do you think?
  21. I LOVE this game! I played the original X-Coms, the spin-offs, UFO:AI, and, this is a great, worthy successor to the series! The features, balance, and, gameplay are fine. The use of a traditional style coupled with modern advances has made for a classic adventure. We all understand that the game is in a heavy development mode - we all *appreciate* the efforts. Beta building is a fun, wild, chaotic time. The last thing we want is any crimp on creativity. Please keep the new versions coming! While early game play is one of my favorite parts of the game, the irony is killing me. I only have a limited amount of time to enjoy the game. It seems that each new version is not compatible with the save games from the prior - I am, it seems, constantly being sent back into a new game each time. Would it be difficult to convert old-to-new save games? While the story will be different with the final version of the game, for now, I can't really get past the early stages of the invasion because everything is rendered moot every few weeks. Well, back to ballistic rifles....
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