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warioland

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  1. I always liked the idea of seeing more than one alien AI behavior. Sometimes they're aggressive, or they're passive and hide, or they'll group up and charge, or scatter around as usual, or each one take a building on the second floor, or my favorite one that occurs often in small maps on OpenXcom... They'll spawn surrounding the Skyranger and depending on the difficulty and how far away they are, they will be facing the Skyranger, so you have to throw smoke to run outside and take cover. I think in Superhuman, they'll all be facing the Skyranger, no matter where they are. Just give us a huge amount of AI tactics and randomize them for each mission. A lot of the fun factor in the original X-COM was the randomness that occurred in many levels of gameplay.
  2. Now we know what he's been hiding in his mind. I also can't wait for a good company to remake this classic...
  3. I never read instructions unless the game is expected to be deep in strategy, which sadly I don't have time for those anymore. Only Xenonauts, since I'm an X-COM:UD diehard. Now that I think of it, my first copy of X-COM didn't come with instructions, and I remember playing over and over as a kid until I got it. My parents weren't too happy when I got my first autopsy too I remember that much lmao. Anyways, Let's Plays are my instructions nowadays. Once I get basic know-how of the game, I close the video to prevent anymore visual spoilers and run the game. Fill in the last few spots with guess work as usual.
  4. On the bottom left side, with a bit transparent text of operative chatter. Add a million phrases they can use. No voice overs though, unless you give us the disable option.
  5. What if you can continue playing after the Xenonaut's Counsel tries to close you down when you have enough power to self-sustain yourself? What if you can tell them to go screw themselves?! Or tell them kindly to walk away, that you can handle yourself from here on without them? Especially when you owe them over a million and they're about to shut you down just as you're getting your manufacturing projects running in full strength to pay them back. They're gonna be pretty upset regardless... So an option to ask you to continue or give up would be AWESOME. So by continuing to Command, as soon as you leave your final Council Monthly Report, you're told that the Council has frowned upon your decision to stop them from dismantling everything you created, because they're obviously going to want everything from a canceled Xenonauts project, to spread it amongst themselves to try to fight the aliens, resulting in the Nations backstabbing each other, and so on. Gameover. So this would be a cool twist. "In your response to disobey direct orders of relieving yourself from commanding the Xenonauts, this Council of Nations is prepared to take action against you and anyone you are connected with. We will not negotiate with rogue operatives. Be advised, your actions are not without consequence." (Gives that nostalgic vibe of the good old days when video games allowed you to make consequential choices early on, not that Xenonauts won't have any hard choices to make, I'm sure it will. Anyways..) So now the Counsel is your enemy. They will attempt to force you out financially(I remember raiding the cultists in Apoc) by harassing your plans to save humankind. Since the Council is operating as a secret organization within world Governments themselves, they have their own private army of agents and black suits who will attack you while you're on a Ground Combat mission. These agents will show up once in awhile and at any time during your missions in black SUVs in an attempt to wipe you out to prevent you from capturing Crash-Sites. The Aliens will also attack them so it's pretty much a free-for-all. Madness. Without the Counsel to do all the side work of bringing you the best connections for cost-effective arms and recruits, Xenonauts will now directly deal with black-marketeers and in interviewing and hiring potential candidates for Operative/Scientist/Engineer spots. This is where the difficulty ramps up a bit Money. As a fellow OXC member mentioned: Eventually the Council will feel it is time to attack your known bases, the bases that were built while they were funding you. They will attack you when you reach a certain decent high score. These kinds of base defense missions will involve Special Military Forces. Hopeful these missions can be fun since these Military forces will be using standard human weaponry and armor so you would have fun slaughtering them if you have Power Suits with no need for cover. No exactly, they're gonna be the best of the best, so they'll be smart to bring rocket launchers and lots of explosives, with high Reaction, so we'll see. If you can add 2-part missions, the 1st part of the Mission will be for defending your underground base. After you clear them out of your base, the 2nd part begins, on the surface. The Military created a Forward Outpost Base near you, so you'll have to wipe them out one last time. After you complete this mission, they may take a very long time before attacking another known base. Since you no longer have to appease the Council with positive scores, you have the option to defend terror-sites or avoid them. It's up to you now, you don't have to worry about them. Also expect police and military personnel to fire at you indiscriminately during Terror-Sites, because you longer have the "jurisdiction" to take command of the city's local operation. Local forces will probably receive orders from superiors who are contacted by your new human enemy(CFN) to fire at anything coming out of a Chinook. I can see the Council as being or becoming like the secretive group from the X-Files, The Syndicate. A ruthless brutal group in charge of different parts of the world. They'd be pretty ticked off if you went against there demands. They're gonna want to shut you down even if you're doing well... Because these kinds of men, they wouldn't like to see X-COM/Xenonauts become greater then they are, even if you multiply the gifts for them. Comments, suggestions, compliments, complaints?
  6. Proxy Grenades in Terror Missions: I have no idea how that could be useful as civis love to stroll all over the map during alien apocalypses.
  7. I was lurking through the Open X-COM forums and I came across this idea. The OP originally suggested having a randomized world map so your beginning strategy isn't always the same (such as planting yourself in the EU and wait for the money to roll in), so you'll always set-up base in different areas, keeps the game fresh. Then they mentioned this suggestion that blew my mind: In-game events that actually change the globe. Wow.. Well Sadly they sad it wouldn't be possible to implement into Open X-COM, So what about doing it in Xenonauts? This would be perfect DLC and easily people would buy it when you mention it as a new feature. So what about it, Xenonauts?
  8. I want to see the Cult of Sirius and other hostile gangs like Apocalypse. I would only buy DLC for hostile gangs!
  9. At least give these engineers and paid-by-the-hour aliens a plasma pistol on-board the ship. Don't forget to give them zero shooting accuracy. Then, these barely trained aliens can fill up the rooms of the ship and can wait to die. Add a bunch of them inside so we can make some decent money selling them on the black market or whoever buys them of the other end.
  10. I heard speeding up the firing animation. Doet! OXC has the option to change firing speed just as the original did. I want a little bit of realism to my games, so I max out firing speed so I can see some fast shooting. Makes for awesome 5-second reaction/shooting scenes. Worth every second and is very intense. I hope the Xenonauts engine can handle fast shooting too.
  11. Well better yet, while you have an area being constructed, when you hit the base defense mission, I think it would be fantastic to see the actual area under construction, looking like a real underground cave with bright lights hanging from the top, supply crates and construction gear everywhere as well. Dark in some areas, and immersive echoes when an Op is inside this area. Well I've never been into a cave, but I'm sure it's awesome from pictures I've seen. So add them into the base defense battlescape.
  12. Wtf I had no idea. Damn. I guess I'll be happy with literally the ground combat if GH can maximize the fun of it, but that means all the buildings with multiple floors will at least only let you inside but no stairs or elevator to be found... Oh man, elevators... That would of been awesome. Strange to use a games engine that doesn't let you do something important that X-COM UD did. Freaking X-COM UD!! I bet they didn't know, but who knows unless they tell us. Just curious, what other original X-COM staple feature will we be missing over a limited engine? Anyways, back to OXC, my real love.
  13. What about the needing of sleep to recover? Slows you down from hitting every UFO. Too much realism? Have it so they'll need less sleep the more experienced they are, but in the beginning of the game, they'll need up to 10 hours in-base or face stat penalties depending on how long you let them sleep before hitting the next mission. By the time you have exosuits and nanosuits, your rookie operatives equipped with them won't need much sleep since they're comfy and letting the suits do the work for them. Like I said, it was a cool realistic feature in Abomination: The Nemesis Project, but if the devs have a better way to slow down players from hitting every mission, go at it.
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