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flef

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Posts posted by flef

  1. The addition of an Armour system is a neat one though, and their system has some similarities with the one in Xenonauts 2. But basically splitting hit points and armour makes the combat more interesting, as some weapons remove armour whereas others just do raw damage and the interplay between the two adds an extra layer of strategy to the late game.

    Yes, but not much actually. It is only a damage reduction not a proper armor mechanic. It is just like playing (again) a d&d -like game.

  2. I know the AK47 is:

    + easy to add (cos there are already sprites prepared)

    + a part of pop-culture, so extremly popular

    But... would you really arm the world's elite forces with AK47s?

    - it's reliable (though there were more reliable guns in the 70')

    - it has simple, sturdy mechanics (so it's easy to use and learn ....but aren't your men the worlds elite how already know how to use ANY gun ...unless you take into account the terror factor)

    - it is cheap (that is no concern for xenonauts)

    If anything, wouldn't you want to change it to an Ak74, maybe AKM at least? (or perhaps does anyone have any better kalashnikov suggestions?)

    Faced with an alien invasion I would personally more likealy pick something from the european arsenal, rather than a kalashnikov (provided cost wouldn't be an issue and you would have highly trained soldiers).

    There is the Saiga12 for the "Red" shotgun

    For assault rifle/semi Automatic carbine and SMG there are the

    MPI KmS72, AMD65, WASR10 GP, PM65, AKMS (AKM derivatives all of 'em)

    After there is the AK10x. They appeared in the mid 90s but basically they are AK74 in synthetic material.

    I forgot the funny stuff of the Warsaw pact: the RPO Rys. A Rocket launcher with thermobaric rockets. Ideal to clean the confined space of a space ship.

    xD

  3. I agree bases must not be an easy stuff. And losing is part of the fun IMO :D

    But wouldn't it be a bit better to put the prices on the maintenance cost or the price of the (some?) extensions. Meaning your bases must be profitable on a "not so long" run if you want to keep your workshops runnings.

  4. Help wanted

    - I'm currently looking for good ideas for weapons included in the advanced ballistics tech. I've several in mind, but nothing's set in stone. The only criteria being that it could not have existed beyond a prototype stage in 1979, give or take a few years.

    - All graphics contributions are welcome, mainly images of weapons and their magazines is required. E.g. if you can make a better version than what I already have, please do You will naturally be credited.

    - Any other ideas are welcome as well.

    What you can add in advance ballistics is a MG3 (fast RoF high accuracy but terrible ammo consumption); Eventually you can design a Wiesel 1A1 with a Rh202 (Wiesel 1Mk20) or a BMD1 to replace the Ferret.

    for Assault rifles there is a lot of ideas. AK-74, FAMAS, HK-G3A3 (20round magazine-> idea), SteyrAUG, FN FAL

    SMG can replace shotguns: AKS-74, MP5, G3K, MAT49

    LMG: L7, M240, MG3, FN Minimi, Ksp58, RPK, PKM, Stoner63

    Precision rfile: Dragunov SVD, G3A3ZF, etc...

    Rocket launchers: LRAC F1 (long range , powerfull, Heavy), SARPAC, M72, RR gun.

    What can be an idea for the advanced ballistics would be to mix a bit the roles of the weapons. As an example, the Germans developed the Leichte MG3 for urban fighting. A lighter version of the MG3, a bit less powerfull but able to be fired from the hip without making the bearer flying backward. These kind of "light" LMG could replace shotguns, the SMG could fill a place between shotguns and Assault rifles (or pistols),

    Most evolved assault rifles are enough accurate to be comparable to a precision rifle at 700m.

    I think a good idea would be to fulfill dual-roles with advanced ballistics.

  5. I want to say that I find it a bit excessive at 1 000 000$

    Am I alone to feel they are too expensive?

    It is a nightmare at some extent to get a functional base with enough interception capabilities I don't even speak about getting a TacTeam of fully equipped operatives in each base.

    The base price is very high.

    And after that there is the maintenance of the base to afford while the money is dropping or stay roughly at the same level.

    As an example

    Base 1 000 000

    1 F17 100 000

    2 Mig32 400 000

    1 500 000 and I don't even bought the hangars yet, neither the radar array, a living room, operatives, armors and weapons. a Fully functional base is about 2 000 000 to spent and I still do not take in consideration the maintenance.

    the first ship to be interesting are the corvettes because they can grant a nice reward of ~50 000$ in the early game. But As I do not have 20 TacTeams I won't investigate and risk all my people on every crash site

    So technically I have an enormous need in cash, my money never cease to drop until I lost 2 or 3 regions as I can't provide sufficient air coverage and my maintenance is continuously increasing.

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