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kenmtraveller

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  1. I agree that the ground combat gets monotonous. When I start playing the experimental build again I imagine I'll use airstrikes a lot just to avoid having to do the fight. Time pressure would make things interesting -- say, the aliens are frantically destroying tech in their UFO and you're on a clock to capture it before they can do so. But, it would require rebalancing a lot of the fights, which would become much more difficult if you couldn't creep and shoot.
  2. Doors shouldn't be unclosable. But, if you change anything about this, make sure the optimal solution to 'how do I kill the aliens in that spaceship' doesn't become complicated, repetitive, and boring.
  3. Any idea when this build is likely to be patched to a playable state? I would like to keep using it, but am thinking about dropping back to v19 for now.
  4. same build, also in the troop loadout, troop designation text remains assault after switching to sniper.
  5. I'm seeing similar issues... I am unable to start a new project after alien invasion finishes. also win7 64 bit 2560x1440 resolution.
  6. For me, it's the second...accidentally clicking on the door and eating up my TUs. I think it would be less a problem if the UI made it clear what a click would select (for example highlighting the target square when it's moused over).
  7. Armor decreases accuracy? By how much, and is is a function of being overloaded or is there a separate armor penalty?
  8. If the base defense mission is going to be about hunt the aliens it should change a lot to make that more fun. For example, you could start with your scientists and engineers unevacuated and the aliens could bring in the zombifying critters. Right now I get told to defend the central core, and I get the idea that the aliens can destroy parts of my base but I am not sure that is actually the case nor do I know what mechanic would be used. To me, the base defense mission should play very differently than a downed UFO mission, and it currently doesn't, except that all your guys are present.
  9. +1 to cyllan's question...this game has so much promise, but it feels to me like a game that still needs far more work than could possibly be completed in the next couple of months. I really hope you guys take the time to polish xenonauts before releasing it!
  10. I wouldn't tie terror missions to interceptor range. One of the main variables the player needs to balance is global interceptor coverage. It makes the game less interesting if this no longer matters.
  11. Hey, I just restarted a game and got hit with a base defense mission mid-October. I have no SAM batteries, just jackal armor and 15 guys so I decide to camp at the barricades and just defend the central area, waiting for the aliens to come to me. Much to my surprise, they never attack. I mean I hit next turn like 100 times , and not one alien comes through the door. Is this a bug? Shouldn't an alien base attack be about the aliens assaulting me, rather than them camping in the restroom? I thought they wanted to blow up the central reactor? Has anyone else experienced this behaviour? It feels like this really ought to be fixed before launch.
  12. You have to put missile/laser batteries in your bases to prevent them from being assaulted, right? At least the ones that don't have your soldiers in them...I found that two missile batteries (that get upgraded appropriately) stopped base assaults. I never had a base w/o soldiers get attacked...can this happen?
  13. How about this: When your chinook is intercepted, it gets shot down but your soldiers are CAPTURED, a small alien base is generated, and you have to go rescue them? That changes an always-reload situation into one that both more interesting and possible to recover from. Maybe there is a timer where they experiment on your soldiers, one per week, and some of them may come back 'different'.
  14. I like it that there are fundamentally different levels of danger and strategy required between the different mission types. I don't mind the terror missions being hard, I just want there to be enough money at the macro level so that I don't have to restart my game if one goes badly.
  15. What stuff, when shot up in an alien vessel/base, results in less money to the xenonauts? I am not sure what is cosmetic and what is imporant.
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