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jpb

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Everything posted by jpb

  1. Cloaking armor with flashing eyes:
  2. Another tougth on balance for a cloaking armor would be something like, effective with some alien races while others could spot the unit at close range. And in terms of protection, the main idea of this kind of armour is the stealth advantage so the protection value itself would be rather low-medium.
  3. I was wondering about the possibility to develop some sort of cloacking armor at a certain stage of the game. I think something with this cloacking/decloaking effect would give a gourgeous result:
  4. An armour with stealth ability would be great!
  5. Actually some days ago this ideia come across my mind: how about animated interior UFO panels? Something like animated red symbols on a black background. Something like this but changing like a sequence: (1 symbol = 1 tile)
  6. @Cybrbeast That's great and might speed up the project. I will give it a look. Another thing is that the moddel doesn't need to have a high detail because at the game scale that won't be noticeable. As for the animation, i guess it is hard no matter wich app you choose for moddeling. From googling and youtubbing aroung, i had already found many tutorials for creating animations in Maya. Probably for Sketchup will not be different. @Ragnarok I'm not even a big fan of Robocop but at least for me, i think this droid would look great on the game. And by the way, i have some 'inspirations' from ohter movies, like stealth capability, shoulder cannon with laser aiming, etc that i would love to see on the game as well but probably more complex to develop since they code change. But we will see.
  7. Getting that would definetly shortcut things a lot. Maybe trying a different aproach...
  8. It seems that this was already been moddeled: https://www.youtube.com/watch?v=eM_ZaTsym6E If someone could convince the author to share it with us, then the project would be almost done.
  9. Ok. Some things i forgot to mention: * I started to think of this unit definitely as a 'human' unit, a bit slow but with heavy fire power (2 Heavy MG and a set of small missiles); * Like Ogaburan says, my ideia is to make the unit available for construction as an alternative to the scout vehicles maybe not right from the start but at an early stage after some technology research; * For the size, i guess this should be a 2x2 unit as others that are present in the game, in fact, in some point i will need to know what is the unit size in pixels; * When you mention sprites, i assume you are talking about moving, firing and dying, right? The first one may take some effort, firing not so much. Here i can get some ideia of what needs to be done: As for dying it might need some art work.
  10. Well thixotrop, i really want to make this available in the game. At the moment i'm learning how to make the model in Maya and since i don't have much time it might take a while. I tooked a look at the thread you mentioned and i noticed that it brings the issue of adding "large units" to the game. For now i'm concerned about creating the unit model, if i ever get that done, i hope someone with code skills can help to make it available in the game.
  11. I just asked that because if i have to design it myself, the result could be disastrous if you know what i mean...
  12. Thank you Ragnarok! Your answer made it much more clear, i will surelly try that. I was about to ask you wich programs to use but i noticed that you edited your reply meanwhile. And by the way, can the picture i posted be used for creating a model or i am required to make some kind of design work?
  13. Hi to all, I'm very interested in creating a combat support droid unit as a optional additon mod. But instead of asking someone to do it for me, i want to try to do it myself, however i really don't know from where to start and wich tools/applications should i use for the design. I suppose i should start by creating the figure structure and then skin it (?) but i reaaly need some help for the process. This is the model i'm thinking about: Maybe i could even use this pictures for the skin process.
  14. A more ambitious fantasy is to see a dropship capable of carrying an APC vehicle into the battlescape.
  15. Another interesting idea that could be taken in consideration is the ability of both the squad and local forces to use vehicles, something like a quad bike or a 4x4 vehicle with a mounted gun. That would also be very nice but i imagine this would probably only make sense with a bigger map.
  16. "We actually thing about add a new xenopedia entries for "RETREAT", you need to understand that you dealing with superiors out space races that have weaponry that surpass the knowledge of of humankind. Retreat need to be a usual tactic, even Im trying to set the mechanics to think about mechanics that imply "Take and Run". Consist in explorer the UFO, know the dynamic of ground combat, kill some aliens and pick up all you can, then retreat. This bring a new understanding of the gameplay dynamics." I completly agree with this and even further: There could be situations in wich the human squad face serious difficulties and could be forced to retreat even without any chace of getting close to the alien craft. But the retreat situation brings some other associated ones: 1) The dropship should have its own crew wich shoud be stationary and could have the function of create a defensive perimeter around the dropship in order to secure minimal retreat conditions. This could be in a form of one member of the crew being with a mounted gun on the craft door, a sniper or something else; 2) In the case of a retreat, it could happen so chaotically due to the alien superior technological fire power that the dropship itself is damage or even blown up by the aliens.
  17. Hello to all! I am Joao from Portugal. I am a big fan of UFO E.U and Terror from the deep games (specially the second one) and as many other fans of this games i waited very long for a game which resembles ang give the sensation of the original XCOM. Personally, Xenonauts is not the game that materializes all the dreams and wishes of someone which is waiting for a close UFO/TFTD remake, however and from what i have played, it is a game wich gives an experience in many aspects very close to the original ones. I started play TFTD first around 98 or so (only tried UFO after) and i remember the feel/sensation i got in the first times i played is somehow similiar with wich i experienced with Xenonauts, and by the way i hope the developers are considering to create a TFTD remake as well. I really enjoyed the game in first occasions i tried it. It was quite a surprise to see the option of the developers of choosing the late 70's period instead of a near-future as in the originals but that's ok. The graphics are nice, smooth, simple and intentionally not much sofisticated in order to keep the similarities with UFO/TFTD. The "Geoscape" has some additional nice features. It is also pratical and flat so that we don't need to turn the globe. The battlescape where the real action takes place is very enjoyable and with a considerable variety of well designed objects. One thing i don't apreciate is the squad size limit and i think the option of choosing between 2 or 10 soldiers should be up for the player to decide. The aliens races diversity is also quite good. In the overall, the recreation of the original two games of the XCOM series as main goal for this release, was more than achieved as result of the awesome work the developers had and for wich we have to thank them! Any XCOM fan wich was waiting for a remake will be satisfied after playing this one and this worths well its price.
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