Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Grotesque last won the day on June 27 2021

Grotesque had the most liked content!


12 Good
  1. a memorable game is one where the player has to make tough, meaningful choices and sacrifices.
  2. Pheonix Point has no 3D base emulation like in my above screenshot from Phantom Doctrine Pheonix Point has screenshots (arranged on a grid) of some bland 3D assets that masquerade as actual base buildings. So I don't even understand how you made a connection with what I've said and tried to convey in my previous post with what PP did, which was shameful in my opinion. So no, PP does not have a base depicted in 3D.
  3. If a player forgets to bring ammo and does not savescum, be sure he will not forget next time. Also there can be loadout types that can be automatically applied on soldiers on ground missions. But alas, that is the new game philosophy of nowadays games: no responsibility, less punishment. What made the original X-COM games good was the fact that it was foremost a simulation, where the ammo you used to the last bullet was an entity on its own with a history or a cost. Like in Eve Online where every bullet has a price and it was manufactured by someone.
  4. ^Phantom Doctrine Xenonauts 2 should go full 3D in every visual aspect of the game The 3D assets could be in less detail (lower texture resolution and low polycount) but it would still be better with the aid of clever lighting than the flat 2D drawings of base rooms. And once you have it in 3D, object placement variation would be more easily attained.
  5. Something gameplay wise is not boring/repetitive when the stakes are high, the players needs to constantly adapt (UFO fight encounter involves part random events, part player skill, part pilot skill), the game art is beautiful and when there are enough complex systems forming a whole and those systems are synergetic and have important implications during that particular event. High stakes Exotic materials scarcity The materials needed to greatly advance your tech via R&D should be acquired only from rare artifacts found only in UFOs. Not all UFOs are destined to have them, whatever their class. UFO interception scarcity Intercepting and being able to intercept an UFO should be a big deal. The majority of time, (more so at the start of the game) the player will not be able to catch up if them. Tension derives from uncertainty. An UFO must be relentlessly pursued by scrambled planes from different bases that are strategically placed. Planes should be able to tail an UFO until others from other bases can join the fight to increase the odds of success. This will put the player in front of a dilemma: wait for others but risk to lose the UFO or risk to be shot down (or sacrifice precious materials for repairs) but get the prize. UFO lethality No interaction with UFOs will come lightly. The possibility in gain of exotic materials will always cost large amounts of conventional resources and sometime pilot lives. Boredom always arises when there’s player complacency and lack of tension. Every UFO class/subclass has its special traits/maneuvers but not always. Game art Fallout 1's combat became boring relatively fast but what never got old were those death animations accompanied by exquisite sound design. Art could be stylized but planes and UFOs are in 3D. Hits must feel visceral, player receives visual & audio feedback, hits leave marks, planes physically react to hits, background reflects the area on the globe where combat takes place, etc Random events, pilot & external factors Random events Unexpected engine failure Pilot blackout while maneuvering Dud missile Weapon jam Overly aggressive UFO Lucky penetration Pilot adrenaline rush Pilot panic/ untimely ejection Fuel loss External factors Weather (storms/lightning strikes, poor vision, increased failure of planes, increased time for lock on) Time (day/night combat implications) Altitude (high altitude = poor performance for specific engines) (low altitude,=possibility for friendly anti-aircraft battery intervention, higher plane frame stress during maneuvers) Pilot stats (influences random events) Endurance (constant performance output) Spatial awareness (impressive maneuvers, extreme ejection, push the envelope) Mental toughness (panic resistance, feats of bravery) Zealotry (kamikaze tactics, self-sacrifice) Combat Combat takes place in three dimensional space. Combat involves simultaneous turns ( gameplay ethos similar to Phantom Brigade ) Combat involves different stages (long range and close range/dogfight) Long range: firing long range missiles and maneuvering for optimal starting areas for next stage. Close range: using short range missiles and autocanons. Players has access to predefined maneuvers. Player input is by combining different maneuvers depending on the situation. Newer planes and high pilot skill unlock more evasive complex maneuvers. Planes engagement duration is limited by the amount of fuel when engaging in combat (longer pursuit, lower on fuel, more agility) Player can trade fuel (external tanks) for agility. Player has the possibility to keep planes on mission past the point of no return (during UFO pursuit or actual engagement) by sacrificing the plane but not the pilot (ejection). Ejection always has a chance to injure the pilot and even a lower chance for death (ejection system failure) Player can trade chance to hit for security. Longer aiming time, more chance to be hit by the UFO. Player turn has a countdown. The firing arcs/zones of the UFO weapons are more broad as the weapon damage is lower.
  6. So the nuXCOM style underground base is out? if it were up to me, I wouldn't limit the player on how many "rooms" he can have in a base the only limit would be the energy needed to upkeep those rooms and the cost to dig deeper and deeper to accommodate new rooms. storages, labs, hangars, engineering rooms etc , each would have a different energy upkeep so if a player wants to make a huge base just with storage rooms (which would have lowest energy upkeep), he should have this option and flexibility
  7. Hello! For Xenonauts 3, could we have the base concept and management similar to Evil Genius game? Thank you
  8. The list menu transparency levels could by any chance be adjusted in the options for the Research Engineering Soldiers and Supplies tabs so that the beautiful artwork behind could be seen?
  9. Oh man! Just reading the description of this mod makes me happy as a kid for Christmas! Thank you!
  10. You just demonstrated that you don't have a clue what being extremely vocal on the forums implies. And then you ask inept questions like "what you want to achieve with this thread" like the ultimate fanboy you say you're not. Have I started threads demanding that the devs should rework game mechanics to my liking at once? I've only stated what are the flaws in my opinion and what would have made the game more complex, thus better. What I want to achieve with this thread? Immortality.
  11. Your reaction is so childish and unfit, I don't even bother to give an articulate reply. All I have to say is that I am sorry that I point out the flaws (in my opinion) of your beloved game.
  12. Tweaking the UFO health pool and making them unpredictable when their appear I think would make them a real threat in lower numbers. To reintroduce the transport mechanic by a mod at this point would involve changing other aspects aspects. Good ideas will always suffer if another mechanic is already in place. Predictability is not a good idea.
  13. So the problem is not that UFOs that come in waves and are predictable, the idea is flawed?
  14. Corsair plane was for a time the best plane in my fleet and without it I would not have resisted the UFO invasion. As for Fury, yes its skippable. Without the destroyer and dreadnought class it has no purpose. I only used it for fun. Any mechanic that makes player to delve in tough decisions is ok in my book. That is one of them. transporting precious cargo should be serious business. The fact that now the game does not even allow you to move scientists/workers says a lot about its complexity.
  15. ZERO base assaults ZERO alien bases A couple of terror sites ( a red circle with an alien face in it) but my combat planes got to site it vanished.
  • Create New...