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cgerrr

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  1. Yep, have encountered similar problem yesterday of UFO's roof 'not going away' if not inside (door was blown by c4). 1.07 as well, no hot fix though. However after a couple of reloads everything became normal, not sure what's the cause.
  2. Would it? However it would certainly ensure night missions.
  3. The helm... Oh noes, the vanilla helm monstrosity... The coloring is cool though
  4. The strongest incentive to do something hard is a corresponding reward, preferably unique. In gaming terms it would be (unique) resources, which bring me to my first point. 1. The game has unique resources already (which rewarded for GC only) , but the system around it isn’t properly balanced, which is my next point. 2. There are a couple of problems with resource acquisition currently: 2.1. Player can acquire both main unique resources by doing any ground combat (but in different quantities). 2.2. (Unique) resources over abundance, because there are not enough resource sinks. Proposed solutions: 1. Player can acquire Alienium in small quantities only in certain missions, excluding easy ones (especially crash sites till late game UFOs). Of course rebalance of various resource costs of manufacturing is needed to accommodate the proposed change. Clarification: this change will provide strong incentive to do hard missions because without Alienium player wouldn’t be able to produce high tier weaponry/gear/aircraft at all. 2. Additional resource sink: There is simple and I think pretty elegant solution to provide already mentioned here ‘downwards pressure’ or in other words changing gear progression from permanent to sustainable. The idea is to represent producible ammo clips back in the game. Please hear me out. Clarification: Everything considering additional resource sinks (like destroyable by aliens/death equipment, armors, additional resources for vehicles repairs) proposed here can be replaced by producible ammo clips. Think about it: without equipment/armor, repaired vehicles/craft you can’t fight as well as without ammo which you need to produce expending precious (unique) resources. Moreover the need of unique resources to produce (high end) ammo heavily compliments the first point (incentive to do hard GC to gain needed resource). Counter counter-argument: Yes, I do understand that I’m proposing to use ammo to gain ammo, but it can be balanced with numbers (easiest way). Additionally not all weapons should have producible ammo: stock and laser weaponry may not for example. Or player may use certain tactics, which decrease ammo consumption etc. I.e. by adding a tiny amount of additional micromanagement the game would gain additional absolutely justified resource sink and as a bonus it’d bring back some logistics in the game. Some other thoughts: Already represented here ideas about certain UFO parts requirement for manufacturing sounds good and is totally along the lines of OG.
  5. Many arguments in this thread are simply false (like necessity of spread sheets to play original x-com or about any proposed economical changes which supposedly bring ONLY needless complexity without adding any depth). But I have no desire to open that can of worms especially when both sides of the argument are equally guilty. But maybe we can be, you know, civilized and tolerant and have healthier discussion without throwing “straw men” and accusations at each other.
  6. One Condor can not take Corvette by itself with laser weapon tech, but can easily unload all of its ammunition and get away. Obviously as Kabill said two will take down Corvette with minimal sustained damage (gotta find that video).
  7. Please don’t insult my arguments with that comparison. And specifics please: would like me some healthy dispute.
  8. Like the idea. As rogue-like enthusiast I recon couple of things is required for the mod to work as intended: 1. Subject: Crystal clear in-game definition what certain things do/reward/penalize player with, preferably without necessity to google search, guides etc. by xenopedia, in-game description etc. Why: player should know the risk reward beforehand. 2. Subject: Everything of value is a reward/commodity (for example soldiers/scientist/engineers could be won/acquired by successfully participating in certain missions or bought with corresponding amount of money; same with guns, munitions, technology etc.). Why: it’s a core of many rogue-likes. 3. Subject: Different means to acquire resources/commodities. Why: same as 2nd point. 4. Subject: Ground combat as main way to quire rewards should be interesting enough to replay over and over again or there should be comparably interesting/replay-able alternative (air combat?) or both. Why: self-explanatory. 5. Subject: Random factor, which changes play-through meaningfully. Why: Because sandbox and rogue-like. 5.1. Subject: Random factors with somewhat clearly defined structure (hard to explain actually). Why: Similar to first point, player should be able to predict in certain boundaries the outcome of his/her actions and chose future directions. On the top of my head example: The binding of Isaac as a whole: levels are random but predictable – player knows what he needs to find and how to find it (boss room, secret/item rooms, etc.). 6. Subject: Boss battles. Why: It’s fun and represents a challenge/culmination of prior actions to acquire rewards/progress. 7. (Optional): There should be a way to lose without arbitrary timer reaching arbitrary point. Why: Not a fun of time pressure. Hope everything will pan out and mod will see the light of day with or without points above. Luck.
  9. But it's already like that: same tactic every GC - bunch up and kill aliens one by one. It becomes boringly tedious pretty fast. Anyway it’s preference thing, some people like things that way. But I’d love to see a mod of GC with aggressive numerous aliens in unexpected locations throughout the map.
  10. @ Fucille All your arguments can be balanced with numbers. Amount of work which would be needed is a whole other question though. I’m agree with original poster: game is oversimplified in economy aspect and it’s detrimental for overall gameplay experience for me and the likes at least.
  11. Solution to the ‘grind’ issue is simultaneously simple and complex: the ground combat should be more varied and interesting to replay. As of now GC is repetitive and stale (reasons were already stated in this thread). Improving the AI would be a step in the right direction. Reducing tendency of aliens to bunch up inside UFO to be more spread out elsewhere on the map would be great as well. Additionally increasing the number of aliens while lowering their overall strength would improve GC immensely (more aliens = more possible locations to fight at = less predictable battle outcome = more tactics involved etc.). I’d love to see a mod of GC with aggressive numerous aliens in unexpected locations throughout the map.
  12. I have to agree about Sebs being the most annoying and most threatening ones to fight against, officers or not. It’d be all good if not so many inconsistencies about them: According to the lore Sebs’ strong points are toughness, health regen and immunity to smoke while on the other hand they aren’t proficient tactical wise. Logically they should be brutes – fearless tanks which charge Xeno forces head on relaying on their natural toughness and regeneration to survive. However, it’s not like that in the game: Sebs are quite cunning tactically choosing to exploit their strong features of high health with insane regen when under fire passively hiding behind the cover which coupled with smoke immune (you cant really close in on them head-on) make them ultimate soldiers on the field compared to any other alien species. That together forces the player to play passively as well in many cases which after a while becomes quite repetitive and borderline boring (especially considering the overall number of battles and slow-ish progression speed). Suggestion: Improving Sebs AI to be much more aggressive (not necessary ‘head-on’ aggressive – reapers flank perfectly for example) should provide positive results regarding described problems.
  13. Will it be fun solely depends on execution, but the idea is pretty intriguing and piques my interest for sure.
  14. I have not played previous versions, but eagerly waiting for the latest one. Premise seems really interesting and atmospheric.
  15. Considering the content those are suited more for alien officers. Maybe you can try some other/different symbolism related to exterminating aliens instead of glorifying them. But still well done.
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