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Thaeric

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  1. Thanks for the response Chris! Very glad to hear that the custom base design is something you're looking at, as that's a huge one for me. It would be nice not to have to waste funds on redesigning it Slightly disappointed with #1 not being possible, though I understand that it could be difficult or even impossible. Having thought about it after your response, I realized the only place that actually lets you see the character is in the armory/preparation screen, so it would likely be a lot of work adding such a feature, if it's even possible with the ui/engine.
  2. Take 'em or leave 'em, just figured I'd share a few ideas after having spent quite a few hours in Xenonauts. 1) Allow more info and a visual on soldiers when hiring. - I know this sounds silly and not all that important, but I know I can't be the only one who likes to hand select my recruits. I spent an ungodly amount of time (and funds) hiring recruits in the old xcom trying to get soldiers that looked a certain way or had stats I was looking for, and it seems I'm back to my old routine here in Xenonauts. It would be great if when looking at the list of soldiers we could see what the soldier looks like, it's nation/unit and all that stuff by hovering over or right clicking. I think this would be a good compromise for others who have asked for the ability to customize soldiers they hired in other threads. This way, there's not customization involved, just picking and choosing from whats available. 2) Tweak recruits accuracy just a touch? (Or remove the back-story stuff about the soldiers being combat vets.) - I'm an old school xcom player, and I love the difficulty, but sometimes it's just silly. I can't tell you how many times I have had an alien surrounded by an entire squad and every single one of these guys miss by a mile. I mean... these aren't supposed to be fresh recruits that were never in the military, their dossiers clearly indicate combat experience, I would expect them to be able to hit the broad side of a barn once in a while. Let me clarify, I'm not talking about the RNG, I'm talking about their actual predicted accuracy for shots that are only 3-6 squares away. Had a recruit earlier with a 65 accuracy armed with a rifle take aim and fire a single shot at an alien that was 3 squares away. 4% chance to hit. Alien was not in cover of any kind, and the soldier had a clear line of sight. Any soldier worth a damn would at least have a 30% chance of hitting a target a few feet away, but a US Airborne ranger? He would have never made it into ranger school. lol So please, either help the not-so-green recruits remember how to aim, or adjust their background to reflect that they are in fact raw recruits. 3) Customize base design at start - Another trivial concern that's more about preference/aesthetics than actual game play, but one that I feel makes sense and would probably make a lot of people happy. After all, you are in charge of the operation, why shouldn't you be given the ability to design your base as you want/need? When placing the initial base, allow the option to use a default base layout or to customize it. If custom is chosen, it takes you to the building screen where you're given the default number of buildings to place as you see fit. 4) Some of the buttons don't highlight in hovering over them. - I've noticed a handful of buttons, particularly in the troop screens, that don't highlight or change in any way when your mouse is over them. Normally that wouldn't be much of an issue I guess, but the alignment of the text and the actual button sometimes seems off by just a hair and it makes it difficult to find where to click on the first try. An outline for the buttons, or a highlighting mode like most buttons already have would be perfect. That's all I've got for now, going to go eat dinner and then play some more. Thanks for reading! (and thanks, Devs, for making Xenonauts!)
  3. I don't know, not being able to fire at a target from cover seems kind of game breaking if you consider its a tactical game.
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