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Atomic Moose

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Everything posted by Atomic Moose

  1. Ghetto fix that seems to work for me (3 combats in a row, knock on wood) is to ctrl+alt+del to task manager, bring up the desktop, and just keep playing with the start bar (or what have you) as soon as you regain control of the desktop, xenonauts has finished its conniptions alot faster than if you had sat staring at it (no really, for a long time I was just force closing the game, rather frustrating) On an alienware M17xr4 I73720qm 16 GB ram, ATI 7970m windows 7 x64
  2. Just a thought for the hidden movement display : game takes a freezeframe and places the text up infront. any actually hidden movement it jsut shows you the frozen frame, although the "camera" could be jumping around in the background as is (to make it a bit easier to code, similar to now just need to grab a screencap or what have you) if one of your troops is attacked have the camera focus on the troop, then freezeframe when its done again. This would effectivley "block" the screen in the same fashion, but would not be visually jarring in any way nor would it give the player any additional information.
  3. I think they should keep focusing where they are focusing. get the overall balance feeling a little bit better. the essentials are there for maps, as far as is required to make the rest of the game work better for a while. I would be satisfied with a deeper pool of maps, with a little more polish. As far as the distance between cover is concerned, this is largely dependent on your squads experience level, which IMO at least as far as AP's goes makes it mind explodingly frustrating to play with rookies after you have tasted 100ap squaddies.
  4. if I am not mistaken is there not a much larger casualty count if you fail a terror mission? in the tens of thousands...?
  5. maybe a more "forced" tiering of the game, for plane/ground combat vs air losses in terms of balance : Losses need to be acceptable, at almost any stage of the game (minor caveats?) but especially the start of the game. It really depends what the the devs want the final playthrough of this game to look like. I understand not wanting to give us too much money too easily, but I think overall the income of the xenonauts needs to be bolstered (particularly through sales of UFO hulks, as it doesnt seem like they manage to strip much material off those humongous UFO's to do much with.) this can also be done via getting money from allied countries collecting the fighter debris or rewarding 2/3 points per enemy fighter shot down, the same value as an alien ground target, both are equally noteworthy to the involved nations, or split that bonus between an equivalent one time fee and a 1 point relations boost, as the ally salvages what remains, the point of this is to make it "acceptable" to lose a fighter at least every few dogfights, without setting you back. for players on easy this could be reduced risk reduced reward, and the opposite for higher difficulties
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