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Mooton

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  1. 9 in a medium scout, still only a third as cramped as a skyranger. 13 in a large scout, even more room. 18 in an Abductor, which is like the same space as a large scout except with two floors. 21 in the three floored harvester. 23 in the Terror ships making them about as cramped as a large scout. 28 in the huge battleships. 21 in supply ship leaves quite a bit of space. All in all the most cramped ships in the original are the skyranger, lightning, and avenger. So if the lack of space was immersion breaking your immersion would've been broken every single time you went into the battlescape.
  2. Actually all carried items would survive anything and everything done to the unit with them. Now, when the unit was unconscious or dead and all the equipment was on the ground, a single explosion (no matter the damage) would destroy everything including the unit's body (dead or alive).
  3. As far as I'm aware the low fuel warning is at 0%. You then have a certain negative you can get down to. If you fail to exit the battle before the negative is reached then it runs out of fuel and crashes. If you opt not to leave immediately then no matter what you do it crashes. But yeah, it technically only warns you at 0% regardless of whether you can make it out in time or not.
  4. Well technically speaking flashbangs can cause serious damage, it's just extremely unlikely. There's even at least one incident of a flashbang killing someone.
  5. Back in X-Com I picked my rookies by firing accuracy and reactions, but also keeping in some of the rejects to fill out the skyranger. Many times I had some of the worst rejects become some of my most reliable soldiers. In Xenonauts there is absolutely no room for rejects, everyone has to start with 58+ TU. I only go down to 57 if I've had a really bad month.
  6. This happened in 20.8 hotfixes as well. You can use the rest of the buttons if you get into the base screen by clicking on a base, but then everything messes up again when you go back to Geoscape.
  7. A failed terror site gives me an extra 40k casualties in wherever it was. Big number in early months when total casualties is around 3000-4000 a month. Not in mid 1980 when I gain funding with 100k casualties in the month.
  8. If you disable automatic updates, when launching the game it says there's an update and asks if you would like to download it. Now, you can hit "Download," but quite easily noticeable is the other button that says "Launch Game."
  9. After a few months I see casualties in the tens of thousands in regions I am succesfully protecting!
  10. Well the sebillians should be smarter and are able to crouch and use cover while androns are supposed to be fearless and ignore cover. If they get that working with androns making the sebillians tougher than androns would either end up with virtually unkillable sebillians or androns that are far too weak to ever be a threat.
  11. I think it's funny that it's a stable candidate since of what I've seen they didn't fix any of the major bugs of 20.8, which alone would make it not worthy of being a stable release.
  12. Personally I believe Androns should be tougher than Sebillians in both health and armor. However sebilians should have enough health that you can let them regenerate and if they do they become much more durable than androns. That's what I get out of the alien analyses.
  13. I think the waves are interesting and change the pace in a mostly good way. I however wouldn't mind a couple UFOs in between waves so that there's actually something to do. When you realize how the wave system works you go from wave to wave with nothing inbetween and that removes the pacing.
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