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RBrim08

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Posts posted by RBrim08

  1. Chris and Aaron are still thinking about this I believe. In real life, a knocked out vehicle is far more likely to be recoverable than an a jet. I hope they do make them recoverable as they are very expensive.

    Dang, that's the reason why I was hoping they could be salvaged if they took too much damage. It's a major pain to have to replace them since they're so expensive, especially if you get the stronger Scimitar or Hyperions.

  2. When a Xenonauts moves at an diagonal at any point in their movement, they will move straight as far as possible before moving at that diagonal. This can cause some problems sometimes, like when running in that manner causes them to get caught up in reaction fire. Since I, and I imagine most people, target a spot behind cover when moving, it would be better for them to move at diagonal first and then moving straight, which will probably put them behind the cover regardless.

  3. http://www.goldhawkinteractive.com/forums/showthread.php/7510-v19-Stable-Hotfix-Soldier-Equip-Screen-Can-stack-medkits-and-pistols-in-backpack

    I like this bug, it makes it convenient in storing items like Medkits and Stun Batons. It seems to work with any 2x3 item. I think it's balanced enough by the fact that they have weight and you can't carry too many of them without your weight becoming an issue.

  4. Only applies to new recruits. When looking at the list of solders (and menu to hire/fire personnel) there is a box at the top right corner of the screen. The large rectangular button should have #### (as it is a text placeholder) over it.

    Simply select the solder you want to train (rule of thumb is anyone with the rank of Pvt.) and hit the button. Your solder will be out of action for 10 days before returning with a stats boost and a promotion to Cpl.

    I know about the promotion training, but I was more talking about just plain stat training.

  5. In the original X-COM game, the bases were located underground, since the first thing you had to build was the access lift. As such, the only way for aliens to assault your base was through the access lift or the hangars.

    But in Xenonauts, the aliens seem to be able to just attack from wherever, firing breaching pods into the side of your base or something. This raise the question, though, of why they even bother to send in troops in the first place? If they have a giant ship, why don't they just glass the base from the sky?

  6. I started another game of Xenonauts and the first ground mission was a landed UFO (local forces say they downed it, but it's never damaged). It was Sebellians and I managed to get to the UFO with four guys standing, open the doors and find three more Sebellians in there (why there are nine of these giant lizards crammed into these things is beyond me). I toss a Flash Grenade to suppress them and... nothing, two of them get reaction fire and kill one of my guys. So I chuck another flash grenade with a different guy, they are again not suppressed, and they proceed to reaction fire again, killing the remainder of my crew.

  7. Chris said they won't bring in psionics due to how powerful it is.

    But of course I secretly hope for it :P

    I've read the discussion regarding it... said they might include it if they could balance it so it's not as powerful for humans.

    The most powerful part of Psionics was all of your guys being able to Mind Control, from what I've gathered. With my proposed system, only Savants can Mind Control and there's only a 1-in-50 chance of getting a soldier that is a Savant.

  8. I'm not sure how Psionics worked in X-COM: UFO Defense, so forgive me if this is pretty much how it was done back then, but I figured I'd just say my idea.

    Make it so that there are three invisible stats that are only revealed after a unit is tested for Psionic abilities.

    Psionic Strength: A set rating that doesn't go up or down. Determines what level of Psionic abilities are available to the unit.

    Psionic Skill: How effective the unit is at using their Psionic abilities. Goes up the more Psionic abilities are used.

    Psionic Resistance: How effective the unit is at resisting alien Psionic abilities. Goes up the more alien Psionic abilities are resisted by the unit.

    Psionic Strength can be done with numbers or with a simple word rating. A low-ranking guy would probably only be able to reduce an alien's bravery with a Psionic attack, whereas a "Savant' would be able to perform a mind control. How successful these attacks are, however, are determined by their Psionic Skill, which will probably start out low regardless of their Psionic Strength, requiring them to practice with weaker skills in the beginning.

    Psionic "Savants" would probably be very rare, too, so the chances of you getting a full team of Psionic Savants who can mind control every enemy would be extremely unlikely. Maybe every 1-in-50 recruits are Savants. While the rests are towards the lower-to-middle end of the Psionic scale, to show the difference between Human Psionics and Alien Psionics.

  9. In regards to Chris's latest comment on this thread, what is the status on the new UIs? Are we to assume that the ones in the first post are outdated and should be disregarded from now on? Or have the UIs been updated and I'm late to the party? I got the game right when v19 rolled into town.

  10. Thinking over it, I also came to realize that it's is nigh impossible to get someone who can fire off two aimed shots or two burst shots in this game. Xenonauts will die, unless you save scum like mad. Getting a unit from 50-60 to 80+ TUs would mean that they're someone who had survived nearly that many battles, which is extremely rare in a game like this, where a single shot can kill a guy.

  11. Burst fire is for suppression mainly so restricting yourself to damage / TU calculations ignores an important part of the equation. Not saying I would mind a little accuracy boost or better yet more bullets fired so the trade-off is more pronounced, but it fulfills a unique role reasonably.

    Problem is, though, is that I don't find the suppression kicking in nearly as often as it should. I can have six guys all lay down burst fire on one alien and it won't become suppressed. But I can have one of those guys just shoot that alien with an Aimed Shot and it will more than likely become suppressed.

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