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Victor_Tadeu

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  1. I cant believe I just find out Xeno2 is being developed today! It's ubber amazing news!! Well, I hope I'm not too late to the party, since I would like to give a suggestions if it already hadn't be given. I really would love to see some politics and factions ingame! Not sure if you guys ever played XCOM: Apocalypse, but I did, and while lots people on the internet seen to not like it, I did loved it. And one part in particular: the indepth faction relations it gives you. In XCom:Apoc you control only a city, not the whole world, and this city is divided between diferent factions, going from economical companies, equipment manufacturers, the police itself, aliens sympathizer and so on. While this cool system is added to XCom:Apoc, the game not really go deep into it. Being in good or bad relations with one faction or another don't change much, except some very particular cases (messes with the cop, and their vehicles becomes hostiles, messes with companie 'x', and it wont sell you their sutff). Relations changes not based only about how well I'm fighting or not the aliens or our trades, but if I keep causing too much collateral damage in firefights with the aliens, both in the map level by damaging their building or in the tactical level by imploding their building from inside, they will get anger! Also, aliens tries to infiltrate all factions buildings and structures, and I get a relation boost if I'm able to exterminate the pest before it become critical, but I get a relation penalty if I keep "invading" their facilities and not finding anything! This kinda o stuff is an awesome immersion in X:Apoc, even so it's kinda basic there. But anyway! Xeno2 is not X:Apoc but with that faction system in mind, I ever wonder how in Xenonauts universe during Cold War the whole world seens to just sit and watch you do all the job and the Cold War itself seens to just fade away? I always wanted to have some diplomatic issues to deal with: shouldm't' I get closer to USA or the soviets? Or should I try to keep a better balance? What are the countries armies doing to protect themselves? They want my help and really help me or they want me off of their country because they are self-confidend or just don't want me to attract the aliens to their borders? Shouldn't the governments be willing to sneak-peek all that new technology I'm creating? Shouldn't I be able to sell some of my equipment and projects to them and buy something in return? Shouldn't the countries sometimes getting in conflict between them and, sometimes, forcing me to take some actions? I thought it would be awesome if the Xenonauts could be a kinda of an international organization like UN (or part of UN), but not all governments are immediately involved or willing to cooperate. It would be cool if instead of starting trying to protect the whole world while everyone just decided to give me part of their money and troops, I actually have the feel of starting more modest and governments would be coming after me for help... or against me if they think I'm causing too much trouble! So, that way, the game could start with a very Cold War feeling where countries still aren't willing to trust each other and sometimes having bigger interested apart or WITH the aliens, but as time goes by and the alien threats increase and I prove my value, more countries tries to come after me asking for help: and that help is not only "build a base and it's you problem now", but start by cooperating with their army. exchanging equipment and technologies, paying me freelancers to deal with small aliens guerrillas in their territories or just to help their political faction to gain a upper hand against their rival... and sometimes even my help on a full scale war!! Imagine if country X decides to cooperate with the aliens or suffers from a coup from "fake" humans! It's up to you not to face only aliens, but also the worst part of mankind who is trying to cooperate with the aliens!! So... any words about it? Can it be possible?
  2. Ah, cool! Thanks! I think it would be great if we had this information in the autopsy report. Something like "This alien is highly resistant to ballistic damage, have moderate resistante to energy and is very vulnerable to fire". Ah, by the way! I'm in love with the Spear AP Ballistic Cannon! Feels like good old XCom and it's awesome against heavy armored enemies! I'm excited how the fun in this mod actually start to scale up after thefirst laser weapons! When I start to field the first laser weapons and already had tons of Jackal and Fox armor, I was completing three bases and have decent research and, above all, high production levels. So I was basically stomping the early aliens. Soon after it heavier aliens started to came to play and I started to be stomped, but them this mod throws so much new production things right at this point that it actually stimulates me to keep going for the new stuff, balance my economy and try to expanding my production (since new stuff takes longer to produce)! It really feels like a technological "run for it" by the human side! It's much more than regular alien bashing, feels like the X-Division is actually doing it best to survive!
  3. drages, I need some help figuring out the alien resistances since not all of them are ingame (I think autopsy should give you that). Most of them are based on my observations but I'm not sure about most of them and I'm supposing all different kinds of aliens of the same species have the same resistance proportion. Caesans: Ballistic: very low Energy: low / medium Incendiary: very low (?) Sebillians: Ballistic: low/medium Energy: very low Incendiary: very low (?) Xenomorphs: Ballistic: High Energy: low/medium Incendiary: very low Reaper: Ballistic: high (?) Energy: medium (?) Incendiary: medium (?) Androns: Ballistic: very high (?) Energy: very high (?) Incendiary: very high (?) (what should I use against them!? I see no difference no matter what I use) Drones (small and big): Ballistic: very high (?) Energy: high (?) Incendiary: very high (?) (same with the androns here, but I suppose they are a little more vulnerable to laser?) Harridans: Ballistic: medium Energy: High Fire: dunno...
  4. By the way, there is another thing I miss in-game. The alien resistance. Some of them have it wrote out, most not. It would be great if in the necropsy we are presented that alien resistances (in numeric form or something like "low for ballisct, medium to fire, very high to energy). EDIT: Plus... do you can explain how exactly armors wears off? I mean, it seens that each hit cripple the armor a bit, so after some hits there is no armor at all and the target can take full damage. That's ok and good, but it seen that the armor wearing is based on hit, not damage. I mean, snipers can cause a lot of damage even in full armor, but dont seens to wear if off proportionaly. I also tried to wear tough enemy armor off with a couple of grenades, but after when I try to shot it with another type of damage, the armor still seens full. So each type of damage has it own armor to wear?
  5. This is a good answer! At least the project is live and running!
  6. Max, are you still working in this mod? I think it is the most ambitious project ever made for Xenonauts because of the sheer amount of work needed and something no one ever did so far (a full set of brand new armor, not just a recolored one).
  7. drages, I saw the mod have some dedicated AP weapons. Can you explain to me exactly how they work? I suppose they are made to be a counter-andron, but I'm not sure if their low damage will be better than a much higher damage of the first laser weapons line despite their low mitigation.
  8. I understood. But maybe some proper anti-material rifles may be put in game shooting only once in a turn?
  9. Hmmm... this is kinda interesting stuff you can make use of! I already was feeling the advanced ballistic as an anti-material rifle and more frequently than not, I was using it to destroy cover and expose enemies, like small obstacles, walls and UFO doors. Maybe the advance ballistic rifle may not be the most accurate rifle to be an anti-material (or may be), but I totally would support this kinda of weapon in game.
  10. Just a question. I'm seeing that the laser sniper have a much higher damage than the advanced ballistic one, but it does not destroy wall, door and such as efficient. Is it a difference between ballistic and energy damage?
  11. It remembered me one of the old XCom games, I think it was Apocalypse but I cant remember exactly wich one, where the ufopaedia says companies are buying aliens corpses to turn it into sushi or such. Hahahahahaha!
  12. This is great! By the way, I was thinking... I think it may be something beyond a mod and more into X:CE, but wouldn't be possible for certain research need some aliens to research? I mean, like when you will research Stun Gas. It already appears on your research screen, but there you can see something like "Requirements: One alien of any type" or "Requirements: one caesan of any class"? This would make capturing aliens not only needed to unlock new researchs, but also for to make some of those researchs. Like, if the cientists wants to test a new stun gas or weapon, they need to see if it's effective, right? And nothing better than a live alien body. Than, for example, to research a new weapon, you may need to capture one sebillian and one xenomorph, so the cientists can see if the weapon is actually effective. I think it not only would make the game more immersive, but make capturing live aliens more meaningful. For whatever anti-alien operation I think constantly capturing live specimens would be a frequent part of the job, but in Xenonauts it doesn't matter much as soon you have any of each type. Maybe you could interrogate alien specimens/officers more than one time, and they could reveal alien base locations, spoil where next UFOs will appear, give you a research boost or whatever. I think the alien capture/interrogation could be revamped. You already did great with your mod with all those new aliens types and classes, but I think it may be the limit without new game codes or such...
  13. You mean the aliens specialists I capture from a scout will not be the sames from the ones in a cruiser and a carrier and I need to capture the colorful ones from those ships too? That's nice! I really miss later game capture! Stun weapons almost ever lose their purposes as soon as they emerges! Anda you mean those "Recovered [ufo] Equipment" are for profit? Thanks, you just made me profit almost 2 millions and finish my research base!
  14. Those differences in aliens detection will give a much more immersive approach to each alien type too! With the silent caesans, you may expect an ambush from anywhere, but with noisy Androns, you hardly wont notice them moving behind that wall!
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