

odizzido
Members-
Posts
251 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Downloads
Everything posted by odizzido
-
One potential solution would be to simply have each scientist work at the average rate. I don't know the numbers, but let's say you have two regular labs each working at a speed of 1 for a total of 2, but then you get one of the upgraded labs with a 50% reduction it would be an average speed of (1+0.5)/2 for a total speed of 0.75 for each scientist. It would be a little dumbed down but it would make it, I assume, much easier to implement. Of course this would depend on capacity. If the labs each hold 10 scientists and you have 15 total then it would fill the advanced lab first for 10*0.5 and the remaining five in the regular lab for 5*1 and then averaged out (((10*0.5)+(5*1))/15) = 67% research time. But now thinking about it that would cause the situation where if someone sees 5 days on a project they've assigned 10 people to and then sees that number go up when they start a new project......that's a problem. hmm, I don't have any good ideas right now, but I will post what I just wrote incase someone else can come up with a solution based on what I wrote.
-
[16.1] Geoscape Incorrect descriptions
odizzido replied to MrAlex's topic in Xenonauts-2 Bug Reports
oh okay. I just saw the 30 tile range on the knife and assumed. Unless we can throw them? I've never tried using them. -
hmm...that laser rifle....only being able to get off one aimed shot and one normal shot will hurt effective DPS a fair bit. I could see two hits with the ballistic rifle being better than one hit and one miss with the laser one...but I haven't tried it and I don't know how everything will interact(armour, damage type difference, actual HP of targets, etc) An example of what I mean is that if you need only one hit with the laser rifle to kill an alien but two with the ballistic rifle then that's great....but if you need two hits with both then the laser rifle is worse. I haven't played enough to have that information though.
-
I think it's actually so that people don't feel the need to grind every mission and not to punish because they like punishing. I would and do feel the need to grind missions if it is the most beneficial. If the right balance is found I could potentially not feel the need to grind and enjoy the game more. I hope that with enough playing around a good balance can be found. One thing to keep in mind, bayonet12, is that a simple mod could remove stress from the game. This may be a good option for you. Depending on how things go I may or may not use it as well eventually. If it turns out I want to remove stress from the game I will post the mod for you.
-
[16.1] Geoscape Incorrect descriptions
odizzido replied to MrAlex's topic in Xenonauts-2 Bug Reports
One thing that would be good is if descriptions actually pulled information from the config files like this... Accelerated rifle does the shooty things but better. Makes the things more dead more fast. Damage: accelerated.rifle.damage Range: accelerated.rifle.rage That way I am not always questioning whether the info is correct or not and it removes the chance that you forget to update the string when you changed the stats on the weapon. For a number of games I find I am actually using the game's config files to see the stats instead of the in-game info because the in-game info is just wrong. I don't know how the game is set up but hopefully what I wrote is understandable. -
[v 16.1 Ground combat] Army of Reapers
odizzido replied to MrAlex's topic in Xenonauts-2 Bug Reports
There were only 55 reapers there. That's not that many is it? (this is sarcasm) -
Readability Issues (Xenopedia mostly)
odizzido replied to Praetorian's topic in Xenonauts-2 General Discussion
That's fricky. I wonder how your text is so bad. -
At the very least progress shouldn't be wiped. I was originally going to agree with you about having multiple projects, but then I considered lab space. How much lab space does it take up to research alenium? How much for laser weapons? I think you could make the argument that the lab has only enough work space to do one project at a time. I am currently on the fence about it. I think alienkiller said that in UFO:ET you could do two projects if you have two labs. That might be a good solution.
-
v16.1 (experimental branch) feedback
odizzido replied to JetTiger's topic in Xenonauts-2 General Discussion
I actually like that it shows how many TUs I have left after a move, I find it more relevant. I was a little sad that X2 has the same cover system as X1. I was hoping it would trace a line from the barrel to where you want to shoot and the % chance of block would be whatever it happened to be. For example a window blocks 30% of shots whether you're a single space away or 50 spaces away. I have never had combat training, but I am quite sure I can shoot through a big open window 1m away very easily with far less than a 1% chance I will hit the wall which is like 40 degrees to my right. I figured with a move to a 3D engine that would be a given but I guess not. Still, it's loads better than the totally trash cover system of the new xcom which is the exact opposite problem where nothing blocks anything. I had to stop playing new x-com...it's just awful. So far though there hasn't been the strangeness that was in X1 for shots though which is good. Sometimes in X1 you could get shot by aliens right by you that you couldn't see, and sometimes your shots would get strangely blocked by objects. I haven't played too much X2, but if it really is gone that will be a significant improvement. edit-------- The thing which stops me from playing around with the game mostly right now is the performance. All of the game crashing/breaking bugs I experienced before have been fixed. And some nice quality of life stuff has even been added which is cool. It's nicer to turn solders around at the edge of the map for example. Good stuff. -
Readability Issues (Xenopedia mostly)
odizzido replied to Praetorian's topic in Xenonauts-2 General Discussion
Yeah I don't have that either. Something to take a look at is overscan(I think that's the term). TVs have a habit of messing with the information they're receiving which is annoying to say the least. -
One thing missing from that is that you pay extra upkeep for the buildings and personnel that are required to do every mission....assuming that's the case. New patch with reduced stress is out so I don't know how that plays yet.
-
Welcome back toronto I had totally forgot I made a post about that quite a while ago. Also thanks for the patch edit--------- So just to update on stress, first mission was only 40 stress this time edit2---------- On the first destroyer I went from 0 to 49 stress compared to 0 to 100 last time. I got the same map though so I knew which way I wanted to go this time which saved a number of turns.
-
Maybe the ideal solution would be to just have stress as a toggle option. Balance the game around stress being on and make it the default, but allow people to turn it off. Some people will have an easier time then but hey it's their choice how they want to play. I think that would make everyone happy?
-
[16.1] Some Opening Observations.
odizzido replied to Challenge's topic in Xenonauts-2 General Discussion
Yeah sounds good. I look forward to seeing how the stress feels with a few changes. I really do like the idea of balancing out the game around a limited number of ground missions. I am one of those people who doesn't want to do them all. I did the first three I could because I was trying to get enough materials to upgrade my weapons. -
[16.1] Some Opening Observations.
odizzido replied to Challenge's topic in Xenonauts-2 General Discussion
Ah okay. Well, I will start another game when the new hotfix hits and let you know how it goes then. Just so you know though there is no way I will play more aggressively than I currently do unless I have no other choice, at which point I will not enjoy the game as much(being forced to play in a way I don't like). I will always be hiring more soldiers as my way to mitigate the stress mechanic. I do understand the idea behind stress though and I do like the idea behind it. I also think right now is exactly the time to try things out and play around with different ideas. Just to mention I think an alternative could be to lower soldier cost and increase living quarters/training capacity. That way my base won't need to be nothing but soldier buildings. -
-
[16.1] Some Opening Observations.
odizzido replied to Challenge's topic in Xenonauts-2 General Discussion
I haven't tried it out yet, but I can go through quite a few turns. I could easily see me getting 75+ stress per mission. I could even see all of my characters suffering mental breaks every mission, even starting out at 0 stress. I think I will download the new version and try it out so I can give accurate numbers and proper feedback. My initial thoughts are that a system which has stress per turn simply punishes people who play in a more careful/cautious way. Which is me. I like to have my soldiers covered and as safe as possible before doing things instead of charging in without support. Anyways I will give better feedback once I try it out. edit--------- I just want to mention that I like the idea of stress. Maybe the system should be +25 stress per mission and then modify the end amount depending on how things went. Currently how it is set up a person who was the only survivor of a failed terror site on turn 2 would suffer 28 stress, which is less than a team which killed every alien without even getting shot at but took six turns.....that doesn't seem right. edit2------ So it took me 14 turns to complete my first mission so I am at 67 stress right now. Going to see how long it takes before my next mission now... edit3-------- Looks like 51 stress to start with on my second mission. They are all going to break. I wonder how long they will be out for.....yeah this is going to be a major issue for me. I am hiring more soldiers, but as someone mentioned before I am going to need like 40+ to manage this. I will see how it goes though. edit4------- Yup, 100 stress for everyone. I need more living quarters. edit5----- Got a brand new squad good to go. They all started at 0 stress. Went in to one mission with them and they are 100 stress now. On january 21st I have 16 soldiers all out for almost two months. That means I will need three squads per month, minimum, so that would be 48 soldiers to possibly be okay, but probably 56 or 64 to be safe. That was my third mission. So yeah, stress per turn of combat is really no good for me. I think a better solution would be calculating stress at the end based off how well you did. I think having guaranteed stress and mitigable stress would be best. Here is my idea: Any solider getting shot adds three mitigable stress to each party member, and two guaranteed stress to the person who was hit. Killing an alien removes five stress from all party members Any soldier that is killed adds five guaranteed stress and five mitigable stress to everyone suppression adds stress, etc etc. I just made those numbers up, it's how it works that is important. Now at the end of combat, let's say you killed five aliens, and someone was shot once. That's good. The total stress from that mission would be the default 25 for everyone, plus the stress from getting shot(3 for everyone minus the person who was hit, who gains 5 total)...however all the total minus stress from killing aliens removed that 3 stress from everyone so everyone on that mission would just get 25. The one person who was shot had their three mitigable stress taken away, but getting shot guarantees 2 extra stress so they end with 27. Now if you do worse, let's say three people died, and you killed three aliens, the aliens killed would balance out with the deaths, but three people were also shot so everyone gets +25 default stress, +15 guaranteed stress from party deaths, and also +9 extra stress from being shot that could have been mitigated if you had killed more aliens for a total of +49 stress. -
I am not sure if it helps but from what I can tell there is no reason why you couldn't have multiple teams and grind out every ground mission that way?
-
V16 [Ground Battle, Night] Cursor Ragdoll Fun
odizzido replied to Coffee Potato's topic in Xenonauts-2 Bug Reports
I am saddened by the removal of such a wonderful feature -
I am not really sure how I feel about the soldier stress system yet, I would need to try it. I think the idea behind it is that they don't want people to feel the need to grind out every crashed UFO. I think there are a couple things there. 1) Some people will want to grind out every UFO 2) Some people, when they're struggling, will grind more UFOs to get materials to try to catch up 3) Grinding every UFO is the optimal choice most of the time, if you're looking to be as strong as you can be, which "forces" you to do them. Just off the top of my head I can see a couple potential solutions... 1) make bombing the site competitively beneficial compared to doing the ground mission somehow. 2) Have off-site training months(weeks?) for soldiers. Maybe an elite training program opens up with 10 slots that you can choose to send soldiers to. edit-------- To add a little more detail to the training weeks/months, they would need to be a reasonable boost to stats, probably a little less than what you would get from doing a bunch of missions. The idea would be that your soldier could gain close to what they would by doing the missions(so you don't feel the need to do them all for that reason) but at the same time it would make them unavailable for the duration of the training. But they also have a zero percent chance of dying during the training so that's good too. Anyways I would need to play more to get a good idea of how everything could fit in, but maybe others who know better could improve the idea.
-
Maybe. I think the issues that stopped me playing past the second mission on my two or three games have all been fixed. Seems like they're pretty efficient at getting things working properly. I think they could release something at least okay by the end of feb, but the real question I think is what impression do they want to give people? People are impatient and will also judge early access as a final product.
-
Oh man yeah. I remember This War of Mine. A game that was good at the start but got less playable every time they released some DLC. In the end the game was ruined and unplayable because it was barely functional. Maybe they fixed it in the end, I recently saw it has a final cut version now, but it was over a year of an unplayable disaster. I decided to not bother with frostpunk because of that.