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WildLynx

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  1. What a nice business attitude you have here... We need to keep this guy out of the Army, or shoot him at night if he is already in. On side note, introducing pilots as new kind of X personnel is a good idea. With stats and ability to bail out and survive. Add 'Eject' button to the combat screen, so we can save pilot in the hopeless situation.
  2. I heard someone talking about "Base Simplification Ideas" ... Wild Lynx pulls out a gun ... Base must be complex multi-layered structure, with power generation, security buffers with upgradeable automated gun turrets, etc. Some rooms can be built only on surface, some are best hidden underground. Corridor and elevator system must allow smooth base operation without compromising it's defensibility... Damageable Power cables... Armories... Secure rooms for non-military personnel to lock themselves in at the times of danger... Large launch pad for Avenger craft at the surface layer... Wild Lynx brandishes his Laser Pistol: Who started those talks about "Simplification" ?
  3. And add 2 door gunners with .50 to Chinook please.
  4. Sell/purchase and transfer screens must be separated. It's easy to mess things and sell an item instead of transferring it now. Clear transfer/arrival stats screen must be added too. Hire/Fire screen must be separated too, with added stats, like those in ufo apocalypse.
  5. Avenger must be: - Slower then Marauder (about 2500 km/h in atmosphere) - Far less maneuverable (then Marauder) - Far better armored (then Marauder) - Very long range (including space trips) - Can serve as limited mobile base (own storage space, medical pods, tiny workshop, etc...) - Requires special hangar (like 2x2 launch pad), but can { land everywhere (or in city airport) and become temporal base }, or even { become an temporal orbital base }, of course with ability to return home or go for a missions. - Holds a lot of soldiers and at least 2 tanks. - Armed with 2 turreted guns for defense, and 2 heavy missile hardpoints. - Since it would cost a fortune, and xenonauts is very poor organization, first one is presented as game event, at the moment you built a first Extended Hangar. - Researching Avenger gives Extended Hangar blueprint too, and starts a game event sequence, like several special missions you need to complete with like 75% success to allow all the nations to pool resources and create first Avenger for free. Not a super interceptor at all.
  6. depending on the dropship 2-4 snipers 2-4 rifleman (and grenade throwers) 2 RPG soldiers 1 Scimitar
  7. What kind of resource? I built a Fury, used it to annihilate a pesky interceptor group, Fury-1 returned to base, reloaded, was used again with no success (ufo got out of the range), returned to base. There were no extra singularity cores there, and alienium and alloys stockpiles are intact...
  8. If your sniper kills an alien from the high ground (roof, 2nd floor), game CTDs with appcrash dialog. It looks pre-defined, some aliens do not cause that, some cause all the time. Looks like it's dependent not on alien race, but on exact tile location. Just wounding alien do not causes this (to my memory). Last thing you see is projectile just above alien's head, brief pause, CTD. Cannot attach savegame, since ForbiddenYou don't have permission to access /forums/newattachment.php on this server.
  9. Actually, there is some room for air-to ground missions. First - "Pin Down" mission. Used against landed intact ufo. When fighters arrive, ufo have zero speed and zero altitude. (I wish 3d air combat, but...) Air combat screen pops up. Smaller ufos trying to take off and run almost immediately, larger have way longer pre-takeoff check lists. While ufo is stationary, XCOM fighters can be vectored to attack it from unprotected sides, so UFO takes heavy beating and even loses it's ability to fly, and, [partially] to fire it's weapons before it can take off. Or not, if given enough time ufo takes off, accelerates and tries to run or to fight. All happens on air combat screen. Second - "Suppress" mission. Fighters just fire at already downed UFO, several things occur: - some aliens got killed - some ufo equipment destroyed (including still operating weapons) - ufo can try to fire back, but with meager results - local government becomes more happy with you for each alien killed - local civilians might be hurt, with opposite result Suppress missions can be repeated until ufo is turned into the sieve and all aliens killed. (Some aliens might survive by hiding in the local outhouse, but they will be SO suppressed, that local forces will 100% win over them) Anything left on the ground is delivered to the nearest XCOM base with the storage or sold outright if no such base exists for some reason. If UFO is left on the ground and not attacked by your squad for long time, several things can occur: - UFO calls for repair mission or even repairs itself and makes a run for safety - bad for your standing, yours favor points for shooting ufo to the ground are taken back. - You asked local forces to attack ufo instead of you. If they win, they take everything for themselves (and few favor points for you), if they lose, you lose some favor. UFO strength and local squad strength can be assessed in ufo info screen. So there is the point of destroying ufos on the ground - to stop them from fleeing, or even organizing local terror cite. About civilians at crash site ... it's nonsense. After seeing air combat, and then witnessing a big, bad thing going into the ground with deafening thud, they ignoring what their government telling them to do (RUN!!!, Run from it!) and staying near the ufo for several hours, and aliens starting to shoot at them only when XCON craft arrives. Why?
  10. My favorite CTD bug is alien being shot at from high place. 75% CTD, and reloads do not help much. Other bug is invisible alien vehicles after saved game reload. Some alien vehicles are not targetable. Cargo containers and some other places with flat tops are not marked as places to land a flying suit. My highly beloved Scimitar have only 10 shots, (instead of stated 15) and even laser gun have explosive 'projectile', which is not always desirable. Actually, it will be a lot better to have access to tank's inventory and reload ballistic gun with desired projectile, and co-axial MG with desired, pre-packed ammo belts (like 1 AP, 2 FRAG, 1 tracer/incendiary, repeat). New ballistic projectiles are subject to research, but tank itself must be available almost from the start, after tech named like 'Advanced human weapons'. Hunter's missiles might be upgradeable like RPG missiles too. New technologies with #### name are fun to research too. putting empty weapon in the backpack and save/load - weapon will be reloaded RPG, empty or not, will be reloaded with default grenade it's impossible to use medpack behind the wall, since every wall section is a valid target. ... to be continued ...
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