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admiral

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Posts posted by admiral

  1. Fair enough, but as I said earlier it's not about money but about loyalty and faith. The Kickstarter crowd paid money with a specific reward in mind, the people who preordered at full price back then did so because they believed in the project.

    Edit: Just to be clear, I only care about the game and not any rewards. Chris asked if we have any ideas and I just thought it would be a cool gesture. I think the Xenonauts community would be mature enough to accept this small token of appreciation but if not, that's ok. I just want to play the finished game, everything else is unimportant.

  2. No, because Kickstarter backers paid upwards of $100.00 for that, so it's not fair to those people who gave that much if all of a sudden you only need to spend $30.00 on it.

    My humble opinion is that some things are worth far more than their monetary value. The people who preordered supported the game at a time when most people didn't even know it existed. Not only that but they actively helped spread the word. When Chris said that the base game will be cheaper and gave these people the option to get some of their money back, most of them refused because they believed in the project and wanted to support an independent developer. What isn't fair is saying to these people, who already proved that they don't put money first, "yeah you're less valuable to us because you paid less".

  3. He's entitled to his opinion. Ideas about what we can do to improve things would be helpful though.

    How about our real names added to the Xenonauts soldier roster? It should be easy enough to implement and I'm sure it would be more than enough reward for the extra 10$.

    Also, I have the game preordered but I never registered it or played through Desura. Will I still get the email or do I have to do something else?

  4. So now Steam allows the sale of "early access" games, ie games that are still a work in progress:

    http://store.steampowered.com/genre/Early%20Access/

    How about putting Xenonauts up there, Chris? You already have a deal with Steam if I remember correctly, so you could distribute updates to the game through the robust Steam system and give out Steam keys early to those who preordered. I say give it a look, it's bound to be a lot better than Desura. It would also be a great way of getting some more sales.

  5. Every time I visit the forums, I get greeted with the following message right after I successfully log in and while the message "thank you for logging in" is on screen. It gives me the message right after it tries to redirect me to the actual forums:

    Forbidden

    You don't have permission to access /forums/forum.php on this server.

    Additionally, a 500 Internal Server Error error was encountered while trying to use an ErrorDocument to handle the request.

    If I refresh the actual page then I can see the forums normally, I just don't know why this message keeps appearing.

  6. I love the interception screen, it looks nice and it has all the information you need. Just one little thing that I'd like to propose, maybe change the title of the screen? "Interception successful" is a message that I would expect to see after I've downed or destroyed the UFOs. Wouldn't the title be more fitting if it read "Target in Sight!", or "Enemy within visual range!"? Just a thought, other than that, brilliant job!

  7. There's another solution to all this: Make the more powerful aircraft weapons (the late-game weapons) completely destroy the smaller UFOs. That way, in the late game you won't have to deal with pointless missions. If one wishes to have the option of playing these missions they can equip a plane with weaker weapons.

    Alternatively (and I think this is the optimal solution), maybe the late-game weapons could have two different firing modes, "Disable" and "Destroy", so the player can freely choose at any time to down the UFO or obliterate it. I think it would be easy enough to implement.

  8. I have a couple of suggestions on that subject:

    a) Base-terror missions: When the number of live aliens drop below a certain threshold, they stop trying to fight the Xenonauts and start heading for the exit, ie they are attempting to escape a hopeless situation. If the player doesn't manage to find them within, let's say, five turns, the last remaining aliens escape and the mission is successfuly concluded (maybe with a penalty, "x aliens escaped" so as to provide an incentive to hunt them and not wait for the time to run out).

    b) UFO missions: When your team manages to hold the UFO for x amount of time, let's say five turns as it is planned to be, the mission doesn't end automatically. Instead, holding down the UFO for those turns reveals the location of the remaining survivors. Story-wise it can easily be explained, maybe the Xenonauts manage to activate the UFO's systems that record and monitor the crew's lifesigns. You can see this all the time in Star Trek, the ship can always pin-point the location of the crew.

  9. For me the attachment to my soldiers came through the gameplay experience. One soldier would make it alive from the beginning until the end of the game, earning ranks and being the tough old "sarge" who would show rookies how it's done. Another guy would be easily panicked and/or a lousy shot but somehow he would pull through and land an impossible shot to win the mission. Another guy would be the "lucky son of a b*tch" who at first you would use as a meat shield/scout but miraculously he would survive with the alien shots whizzing inches past his face. It's these kinds of events that make you care about your soldiers.

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