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dajarvi

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  1. Thothkins. I totally understand. Personally, I currently like the Steam builds backgrounds for research, barracks, research, and workshop. It's much more aesthetically satisfying to the game compared to what is presented for the next release. And no offense, the artist's rendition of a Xeno-Base is a little too cartoonish (I guess is my point), which is why I stated the dark and serious tones of its artwork predecessors.
  2. Oh I see. Didn't know they were changing over time. That's a neat addition. I still think it's a little bit too cartoonish and doesn't stream well with the rest of the artwork. For instance, the Main Menu screen with the generals, the funding meeting, the pictures of the aircraft, loading screens--there was a certain realism to my initial experience to the game I really enjoyed. I feel strongly about this for the new UI previews in the laboratory, workshop, barracks, and storehouse.
  3. I honestly think this background steals the dark and serious image the game has portrayed so far. Cool background, but honestly, it's kind of goofy looking, like a Star Trek scene. It doesn't seem to fit with the overall feel of the Xenonauts I've experienced so far.
  4. I really enjoyed the dark, serious tone the game has held. I really hope the artists retain that image.
  5. I could be mistaken, but doesn't this game take place Cold War Era? This is quite futuristic.
  6. Chris, the new ui looks interesting. I'm excited to try it in a build. I do suggest on the background art to not have focus on any one individual character. For example, the storeroom guy sitting at the desk, the scientist, the mechanic. It's too upfront, and I'm sure the visual will get boring rather quick. My suggestion is just to show a workshop or laboratory were men are at work, creating a distance in the visual. Also, are these background pictures going to look the same for every base, including the people portrayed inside them? Or does each base that get's established get there own set of background pictures?
  7. In the steam stable version, Foxtrots are extremely powerful against light ufo's. In the v19 experimental, they are weaker than condors, and don't have an auto-canon. I haven't been able to figure out how to give them that option either. Also, in v19, resource gathering from downed spaceships has been limited to alloys only. I'm not sure if this was intentional or not. Ground combat thus far has been better than Steam stable version. Also, I'm not sure the benefits of construction base improvements. I'm sure that will be touched on later. Keep up the good work.
  8. Thanks for the info Gauddlike. The development stages of this game are so far more intriguing than X-Com Enemy Unknown, each game developed in modern time. I am familiar with the vision behind its development (I've done my reading . I've played X-Com Enemy Unknown, but one of its major drawbacks was its research development. It was so linear it was boring. Endless Space has a sophisticated and intriguing tech-tree. As a fan of Xenonauts, I was hoping to see something other than a linear research tree. That aside, keep up the good work!
  9. I don't want to post too much of my thoughts on the threads, but if a developer is interested, I can share my thoughts via e-mail. I have modding experience through Rome and Medieval Total War, not 3D graphics, but coding using Notepad++. I am very interested in presenting a tangible, usable, and non-game-breaking technology tree within the limits of the game engine.
  10. There's a lot to work with i think that can make weapons balanced. Weight of weapons, accuracy of weapons with weapon recoil and its user skill playing apart, as well as muzzle-length, ect. I imagine a laser or plasma gun would have limits on the length of its muzzles due to extreme heat. That would negate sniper and heavy weapons to kinetics. Maybe there's some technologies only the aliens can have, ect. My argument is that if a kinetic weapon can kill an alien, alien technology should benefit kinetic weapons by advancing their potential when research accumulates. I can develop a thorough essay of thought to produce to the developers if they're interested, including resources and research required in order to reach new weapon designs, and also balancing the class of weapons on use on the battlefield. Also, upkeep on types of weapons would be interesting. Ammunition and spare parts cost money. Laser and plasma weapons could be costly. Just throwing out some ideas. I can develop a coherent thought if anybody is interested.
  11. Hello Everyone, I'd like to introduce an alternative concept for research in this game. Research could become an important role in the unfolding drama the player experiences. Currently, research is linear, tier based, with one tier overpowering the other. For instance, you begin with kinetics and basic armor, and can unlock the next tier of firepower, lasers or plasma, which are more powerful than kinetics. What I propose are research trees for each weapon type (kinetics, laser, plasma, ect). Recovered alien artifacts that are disassembled or dissected unlock opportunities to pursue different technologies within each tree. For instance, your scientists learn something from alien alloys and laser guns and can use these technologies to (A) make a laser gun, or (B) unlock advancements in kinetic guns. You'd have to get creative here. To break down alien technology at a molecular level, alien science behind recoil and ballistics projection could be modified to enhance kinetic weapons. I am very interested in this concept and would be willing to help in its development. If the creators have any interest in this, please contact me. I really enjoy this game and I am looking forward to its first official release.
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