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Everything posted by winterwolves
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You can pause any time, you know. edit: I read what I wrote again and it seemed a bit snarky. I was just meaning, if you pause, it is not really too twitch based. I guess you do have to jump on that pause button.
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Geoscape Balance Discussion V20 Experimental 7
winterwolves replied to Aaron's topic in Xenonauts General Discussion
One of the things I really liked about the earlier builds was multiple bases were doable, if you wanted to. I like to have a few charlie teams, the newer ones just going to scouts and corvettes to gain experience, while the best team takes on terror missions and bases. I started playing through the new build and saw the 20 day HQ time delay and thought "well, I'd better get my other two charlie bases started now" and so did. Not much money rolled in that month, and the one foxtrot I did build took up a lot of cash. I could not even afford to build one suit of armour. I guess this was due to the 500k I did spend on new base HQs, but like I say, little bases is the style I prefer. When funding rolled around, I could not pay maintenace and wages. Oh. Oops. 250,000 monthly maintenance just for the HQ building seems a bit steep to me. It seems like the game is starting to get on a set of rails a bit, with only one tech path (better get alenium warheads before bothering with lasers) and a single big base being the only option at the start. And focusing on air combat improving research as first priority seems like it is the only way to go. I like options. The reason I love this game is I get to choose how to defend earth. Earth! The whole planet, right? What an awesome game this is that lets you do that! But let me choose how, please! -
Greetings I have occasionally noticed an alien appearing where I was sure I had seen the area in the odd game here and there. This time I am sure that this sebilian has spawned after my first turn. Either that, or he can walk through walls. Here is a save game: sneaky sebillian Disembark from the charlie and get a good look at the building just to the north. A sebillian is going to spawn near the south west door during the first alien turn.
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more aliens onboard larger UFO's
winterwolves replied to Chilly's topic in Xenonauts General Discussion
It would make sense that there would be a bunch of non-combatant, pistol armed, aliens on board the larger ships. Someone has to run the ship while the soldiers are out and about sight seeing. And no-one lets grunts fly their ships around. -
Geoscape Balance Discussion V20 Experimental 7
winterwolves replied to Aaron's topic in Xenonauts General Discussion
Do the countries take any notice of victories over water? With condors having trouble catching UFOs now, I am often tempted to take them down whenever I can get them, over water or not. -
OK, so after playing a few combats with the new system, I can say for sure: I don't like it. I see this whole game as a way of setting up ground combats. Ground combat is the reason that you want to play this game. The air combat is cool, and getting to manage the whole planetary defense is awesome, but the reason you do these things is to give context to a bunch of turn based ground combats. Research and production are great, but again, you do them to improve your ground combat missions. With only a penalty available for carrying out a UFO recovery, players are discouraged from doing ground combat. If I shoot it down and air strike it, I get the maximum monthly funding bonus, because I do not risk any civilian or local forces losses. I understand that you only get half of the instant money but consider this: A region is getting very close to stopping funding all together. Now you had better stop recovering UFOs that you shoot down in the area. How does that make sense? Surely a smaller boost from both operations would be a better solution. I really don't think there should ever be a penalty for playing the core part of the game. (I mean only the chance of penalty with no chance of a boost)
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I just wan to add my support to the need for a relations boost from ground combat. If you clear alien bases, halt terror missions, and capture landed UFOs, there should definitely be an increase to relations, rather than just stopping a decrease. I feel like the air combat is starting to take over the game, rather than be a 'mini game'. I do agree with getting some kind of relation boost from successful air combats, but not as big a boost as ground combat, and definitely not instead of it. The poor/good rating etc, is really not that important to me, but the numbers do matter. While I am talking about it, I think that the negative for lost civilians in a ground combat should be bigger, -2 or -3 each, to encourage some xenonaut heroism on the field.
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Geoscape Balance Discussion V20 Experimental 7
winterwolves replied to Aaron's topic in Xenonauts General Discussion
I don't like the idea that ground missions don't give a relations boost any more. I think air combat should, as well, not instead. Also, on the ground combat mission results: civilian deaths should be a bigger penalty than local forces lost. Local forces are supposed to fight, so they gotta expect losses. Civilian deaths should be more of a penalty to encourage risk-taking to save them. -
Top of the morning to you! I have this happen quite a bit. When I am using a foxtrot to lead an alien ship on a merry chase, if I have set the speed to minimum earlier in the combat, then maximum, then afterburn: when the afterburner is turned off the speed drops to a well under max speed 450ish, while the speed selector has only dropped slightly from the top. Sorry, no screen shot for this one.