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Jasmine Moldovia

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Posts posted by Jasmine Moldovia

  1. On 7/5/2016 at 10:03 AM, Nurgle33 said:

    i have a few issues with the strategy ideas. first, the idea of 5 defensive perimeters does not make sense as the enemy is coming from space and can therefore strike anywhere at any time. Also, the intelligence idea suggests that at the start of the game we are already capable of breaking some alien transmissions whereas in X-1 we are told such a thing would take humanity longer than our planet's existence to accomplish. also the idea that interceptors are non renewable suggests that all plane factories in the world suddenly dropped what they were doing when the aliens attacked and destroyed their facilities. Also the idea behind the skills of the different aliens makes little sense. We know for fact that a group of Androns can easily take on an armoured division with plasma cannons, yet you say an armoured division can easily counteract them. Also the Harridan's ability suggests that no one will notice a UFO landing, disgorging a group of Harridans or the noise of the jetpack and sniper they use. I can understand them killing one soldier but no them being immune to a response.

    And you just said everything I typed better.

    • Like 1
  2. Honestly just skimmed the overview to find out project status after looking at X1 in my steam library, but while I like most ideas, the idea I can't build more planes to throw at ufos makes the game a deal breaker to me, it feels like your enforcing a time limit on the game, and that's something I don't like.

    If I'm doing well enough to hold them back I should be able to do whatever I want, in my case that would be research 100% tech, build all the best gear, then go steam roll the alien menice after I open the gates from my well crafted hopefully Impenetrable fortress of control zones.

     

    To that end, I would of loved the idea of a Mission type to retake a fallen zone.

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  3. From what I remember, and it's been a while, nothing is there you need to manually loot for, but things required for research go to research not, stores, extra alien rifles and stuff is auto sold off, because you really can't use it effectively, and the best time to build a first base, to me, is day one, third base some time in the later months.

    Also you want to over burden your soldiers lightly so they gain more strength/ tus, not sure on exact limits, but that's been debated in other threads elsewhere someone can provide the links.

  4. Honestly one of the first things I did when I found out damage was 50-150 of listed damage, I modded that range down to a 75-125 of listed damage, 50 to 150 was way to high for me...

    I agree soldiers SHOULD of had 360 degree vision, I didn't know it was modifiable, will have to look into that, (the elite of the world hasn't been trained in basic situational awareness? I find that sad.) as for not being able move through another solider, it is annoying, but I got used to it.

    For those who think that would be unrealistic, it's called moving out of the way, and moving back quickly, also known as a side step.

  5. So talking with my roommate after reading the damage of a hit scales between 50 and 150% weapon damage, we both agree that's a bit too random, and want to change the range to 75%-125% how would I go about modding this?

  6. I don't want to throw the baby out with the bath water; I simply don't think allowing your endgame fighters to shoot down everything all the time is such a great idea either

    and that's where we disagree, because to me, that's exactly what it Should allow me to do.

  7. To me this is a horrible Idea, simply because it flies in the face of expected behavior, if I spend money and time building up Air superiority I would never want the game to say "Oh well, that doesn't matter anymore because I can do XYZ." I think the people here are complaining of a problem of their own making.

    You want some Aliens to get through... you let them through, problem solved.

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