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Topdecker

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  1. First, I want to say that I really, really like Xenonauts. That said, the rest of this touches on things that I think need some improvement and hopefully they are presented in a way that is helpful. Starting. If the only way to start a game it to thump down two additional bases so you can intercept UFOs, then you might as well make it the default starting point. It will save some newbie tears. Seriously, if the game is so inflexible that there is no other starting strategy than to ramp-up several bases, why not take us past that point so we can make some meaningful decisions rather than redundant repetitions. Or just give us a base and two interceptor stations to start with. UFOs. I have sent out interceptors to attack some fairly near UFOs. The UFOs out run my interceptors while staying inside radar range AND they perform missions - DOZENS of missions - with fighters in hot pursuit. The suggestion here is that UFO missions should take some time to complete; they should not be instantaneous and perhaps the time should relate to how much damage is being done. Anyhow, I end up losing money and not downing a UFO which is pretty frustrating. (There is a lot that you could do with UFO missions - I mean, if the missions was spotting for orbital bombardment, I might find it a good reason to re-route some fighters) BAD NEWS. The monthly report seems to be a flood of bad news. Do we EVER get rewarded for doing well? Too much negativity. It should be more like - hey, our industrial and economic systems aren't disrupted, here is some more money - keep up the good work. Anyhow, just some thoughts. I like the tactical game a lot, but I think that the strategic game needs some serious tweaking. Top
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