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odizzido

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Everything posted by odizzido

  1. Cool. Thanks for the update as always I wasn't actually planning on playing this game until it came out but if you're planning on looking at feedback to help make the game better I might consider it.
  2. Cool, sounds good. I think it's a good sign that you play your own game because sometimes it feels like some devs don't and they don't know the feel of their own game. They end up making blind decisions which don't really match what they've made and it just doesn't work well.
  3. Shadows of trees should still be visible even if the tree isn't. It would give more information to people who are observant and also make more real world sense. Thanks for the update as always
  4. Darkest dungeon is a good example of snappy controls feeling good. They also have good immediate audio to go along with it. I think if Xeno2 has both of those it would help the game feel much better to play. The sound effects in Xeno1 were kinda meh, honestly. I think it would work really well with laser weapons as aliens could start dying the moment you click.
  5. Thanks for the update, I always like reading them
  6. Oh I didn't know they did that in new x-com. I assume that was in the second one, I don't recall seeing that in the first. I played the second one for like 15mins but I couldn't get past the first tactical mission, it was too crap. Yeah having adjacency bonuses is nothing new. I think the hard part if figuring out how to make it so multiple bases are of benefit to efficiency without crippling people who single base. That sounds hard to me.
  7. I didn't read most of this as I am looking to sleep soon but I wanted to post something. I know it may have been mentioned already. An idea for something to look at for this would be to have it be more efficient to have bases dedicated to certain things. For example certain buildings can synergise with other ones. Having airplane manufacturing right beside related facilities like a hangar could give bonuses to construction speed and reduce cost. However you could also have a weapons storage building beside the hangar too which could speed up rearming your active aircraft. The idea could be that you could build a base that could be very efficient at 1-2 things but not everything. However there would also be nothing stopping you from building a base that can do everything adequately. The one potential I could see with that though is having resource management get tedious. Having a global pool of resources, while not very realistic, would get rid of what I think might be a micromanagement wall of tedium.
  8. I wonder if you would like UFO:Afterlight. It has a lot of what you like.
  9. I might be one of those players. My objective is to shoot down every UFO I can with auto air combat. I remember needing a lot. Being able to bomb crash sites really helped and was nice and quick.
  10. If we could zoom in and our like you can in supreme commander I would be happy
  11. From my experience I like it when it means at least something, but I don't like it if I feel like I cannot lose people. For example x-com has it pretty good. You can get good soldiers and it can be beneficial to send in the rookies first into dangerous places but if the good ones die it's not game ending. In UFO:Afterlight you have very limited soldiers and losing anyone because things started going badly pretty much requires a reload. I really don't like that and it hurts the game enough that I stopped playing it despite playing through both aftershock and aftermath.
  12. Maybe the solution to that would be to have UFOs spawn that emit a special signal or whatever. The UFOs are rare themselves but are guaranteed to have the drop if you manage to shoot them down and do the mission. That way players don't feel they have to grind 500 missions while also still limiting drop rates. edit--------- The mission for those UFOs could be just to collect the item too. Just a thought. edit2-------- I just read about your logical way thing. I mean you could possibly explain it with a radar dish upgrade which allows you do to spectroscopy analysis of UFOs.
  13. I am not sure what level you need to have supported on kickstarter but I don't have access either on GoG. Mine also says coming soon. I am not asking for access, I plan on waiting until the game is as good as it will get, I am just saying it's the same thing for me.
  14. AK47 would be better for me because I am sure I would not know how to maintain a gun very well.
  15. When it's ready to be isn't an option so I didn't vote.
  16. Art can always be improved anytime during a project with minimal impact on other things...same with sounds(so often overlooked). There is still plenty of time for that to be worked on. I hope X2 is pretty as well
  17. Cool, thanks for the update I hope everyone is well and as a backer I want to say that whatever you guys decide is best for the project is good with me
  18. odizzido

    Anime

    I should watch more anime but I don't. A couple that I remember liking are 13 kingdoms, mai-hime, uhh....I know there are others. Oh tenshi na konamaiki is funny I think
  19. I am actually going to wait until the game is finished before I play. I don't mind waiting to get a better experience. edit---------- That being said I still enjoy reading dev notes/updates and such
  20. This game seems interesting but looks like it has 500 DLC packs planned and isn't on GoG. I think I will wait until they finish working on it and it's on sale DRM free for a reasonable price.
  21. I voted that you guys should decide what to do. I voted that because I am not in a position to say what will work better with how the game is turning out. I personally would like multiple bases if for nothing other than being able to suffer the loss of that base without the game ending.
  22. X1 engine is 2D sprite based I believe. The X2 one is fully 3D. Good point about the suppression, I didn't think of that. Well with a large enough cone you would get that. Perhaps a suppressive spread mode or just playing without setting up the LMGs(what I assume you're talking about) would give you a pretty large spread.
  23. Since the engine is 3D now, couldn't you just have it so that each shot has a cone of fire and all bullets will be randomly placed in that cone? Then chance to hit would simply be the percentage of the target that is exposed in that cone? I can see a problem where the cone is smaller than the target, but maybe some way could be worked out that the best place to put the cone would be used? Maybe quick shots could randomly place the cone, sorta aimed shots could find the best cone, and aimed shots could reduce the cone size and find the best place to put it?
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