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Asmodean

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  1. One problem I have had is when an alien is standing right out the back door of my ship at the start of ground combat... or more than one alien. There are other similar situations that can pop up but this is the easiest to describe. If I shoot or walk and take reaction fire I can end up with my ENTIRE squad suppressed. This seems a bit too extreme. Sounds like the morale thresholds could help but maybe the benefit of nearby soldiers needs to be buffed... or a maximum number of panics per round could be implemented. Or just don't let aliens start so close. Anyways it doesn't happen often but its a mission killer for me when it does.
  2. I was playing experimental v21 build 5 then updated to experimental v21 build 6. Now it will not recognize my save files. I started a new game and the new save goes to the same folder as the old saves, but when I click load game it shows none of my older saves. Is this normal?
  3. Seeing through smoke could be a fun alien type. Could be overpowerd too if not careful. How could the vision part technically work? Well heavy smoke blocks or at least scatters all wavelengths of light unless you start getting up into x rays... VERY light haze and smoke can be penetrated with short wave IR. But heavy smoke would not be penetrated with body heat... a forest fire maybe. But there are some other plausible methods... Options: SWIR as mentioned above might be ok for battlefield smoke. Sonar or echo location like a bat or dolphin would be minimally impacted by smoke. Telepathy... Everyone knows telepathy is not impaired by smoke. But this is easily mitigated by giving your soldiers tin foil hats with TV antennas sticking out of them. X-Ray... with the ability to see thru trees and walls too this could be fun... if not overpowered. Maybe seeing thru things is so distracting that the particular alien gets a small accuracy penalty in general.
  4. I have seen this quite a bit. I will admit I don't like loosing soldiers so i do tend to save and load alot. It has happened to me a few times now that the load gets stuck as described above. The map doesn't matter, it happens on various maps, and I have always been able to go back to an earlier save from the same ground battle and the load was fine.
  5. I think the double penalty is okay. Think of a mediocre starting soldier with 55 accuracy and 55 strength. Without recoil he might as well use the MG. And if he earns strength and accuracy pretty evenly over his missions then no problem. I like the idea of recoil as it give me a real reason to pick high strength rookies... even if that sacrifices a little accuracy.
  6. Without having to do a lot of rework I suppose there are certain base structures which could be considered breachable and some that are not. Not sure what the assumption in xenonaughts has been but I would assume hangers radar and turrets are above ground and breachable while other rooms are under ground and not breachable. Anyways I agree this is a longer term nice to have, not a current game issue.
  7. I agree the rotation is alot of work, but the translucency thing would be easy, and be a big help.
  8. I have also seen this and agree it is odd. Friendly fire suppression should end prior to next turn.
  9. The ability to keep and re-use alien weapons picked up in subsequent missions. (Have them show up in Xenonaut's Load out screen) [ I second this one!!!] Melee - Knives and throwing knives (Close Quarter weaponry) INTERNAL Base Defense Upgrades: Automated Turrets and The ability to close blast doors. The ability to Create YOUR OWN Xenonaut SQUARDON from game start. [what this? you mean different interceptors and things?] Differences in Xenonaut Uniform sprites to Indicate ranks (Same as the Aliens have different sprites) Flash Bang [There is a flash bang... you mean you want it to actually blind them?] Ammo types - Armor piercing / Explosive. [As expanded tech tree items this could add some flavor!] In game progress graph at monthly report. [a nice to have.] *Credit to anyone who gave any of these ideas first*
  10. I can see how limited base size is indeed important to game balance. But I really like SuperPrison's idea of building base invasion defenses... checkpoints etc... What if the base building area was much bigger, but you had a limited amount of points you could use. These points would be equivalent to 1 square for all the current buildings. Net you cannot build any more mission relevant buildings than you can today, but you are not confined to a square. In addition then you get some other flavor buildings that cost no points and are more dedicated to building defense... so check points, maybe a guard station staffed with CIVs. Lots of potential for future content there.
  11. I also am in favor of more diverse medals. -% to shoot is very tempting... but still don't want to get back to where vets with lots of medals can shoot too often. So it has to be small and has to balance across all the gun types. Because -5% on the MG just lets you move a little more, but -5% on the pistol is a much bigger impact in ability move and take multiple shots. So at the risk of it being overly complicated to implement... what if you could get a medal in each gun type based on # of kills with that gun. There could be maybe 3 tiers of medals for each. Then %TU bonus could be balanced to that gun. Or maybe some gund get a different bonus like range bonus for sniper or reaction shot bonus for shotgun... It would also encourage the ideas that your soldiers really are specialists. Just because my two snipers got flanked last mission doesn't mean I can just give veteran bazooka Joe a sniper and expect him to be so good yet.
  12. Tech Info Xenonauts v20 Balance Patch 2, Stinky's Map Pack 2v21 Experimental Build 5 Observed Smoke grenade exploit. I don't have a save but you can do this in any situation. 1)Throw a smoke grenade between you and the alien. 2)line up your men on you side of smoke. 3) end turn 4) Alien walks thru smoke but never fires. 5) You firing squad reaction fires alien to shreds. Works every time. Actually the problem is not just the smoke. In any given situation the alien always behaves pretty much the same. Even if this is the "mathematically" best choice it is very predictable and thus exploitable and boring. Desired Well I see the first one is maybe the result of the fix where aliens seemed to ignore smoke and its other side. So good progress! Maybe the alien needs a variety of possible approaches. If every time it walks thru the smoke then this is predictable and exploitable. But if sometimes is walks thru, sometimes it holds tight and sometimes runs away. Well then now I need to be very careful I play this out. In general I'd like to see more unpredictable behavior from the aliens. Not stupid random behavior... but if there are at least 2 or 3 reasonable ways it can respond to a situation then it forces the player to be more careful, keeps things more interesting and a bit more stressful (in a good way). Imagine that sometimes when I open the door of the UFO ship they are NOT in the same 3 positions. Maybe they even rush me! Maybe if I open the door and shoot and close it again they blow up the door with a grenade. Maybe they move into the back room, only to rush out again 2 turns later.... and now storming the alien ship is scary and dangerous again...
  13. I agree running a team of rookies should be harder. But static TUs made it too hard I think. In my last game before %TU I had a great veteran team when I met my first sentinels. Maybe it was bad luck but 5 of them were 2 turns away from my landing ship, and they all came that way. They wiped me out.... partly because each one could shoot so many times, cover, distance and smoke couldn't save me. So I thought about excepting my loss and moving on... but then I realized what do I do when I run into these guys with rookies. It's game over!!! So I reloaded... got wiped out... reloaded... got wiped out. I played that board 8 times before I finally got a decent result I could at least carry on with. From there one is when I realized the end game balance wasn't good. I didn't realize why at that time but the discussions have made it pretty clear. Honestly the right answer may be something that is balanced between the 2 systems. But I think the discussion taking place will help find that balance.
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