Jump to content

Search the Community

Showing results for tags ' technology'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

Found 2 results

  1. In my opinion, there are too few researches. Even with the new research speed, I run out of stuff to research - not only the stuff I want for my specific strategy, but I even finish off all the other researches too. On the other hand, there are "timesink" researches such as Alien Plasma Technology that do nothing and only unlock Laser Weaponry, begging the question of why the projects aren't rolled into one. I think researches that do something irrelevant to your current strategy or that branch into multiple options are more fun than linear research paths, so I came up with a few suggestions in the hope that the finished game lets you dip into all the strategies, but not fully specialize in everything at the same time. If there's just one strategy, replayability suffers. UFOs [ship class] Radar recalibration Prerequisites: [ship class] datacore. Effect: Improves pickup range for [ship class] by x% Motivation: Along with a focus on fighters and the improved fuels suggestion, this would allow for tailoring your research plans to a specific air superiority strategy, enhancing the strategic layer. Weaponry Gyroscopic Scope Prerequisite: None Effect: If you haven't moved, your first aimed shot reduces the TU cost of subsequent aimed shots by 10 and grants an effective 10-point accuracy boost against that enemy. Lasts until the soldier moves, shoots another target, or loses line of sight. Does not stack and does not affect alien weapons. Motivation: Gives you the ability to invest in weaponry right off the bat and reduces the agony of rookies with rifles trying to use aimed shots, especially considering they don't have the TU for sniper rifles. Later on, it enables firing multiple aimed shots in a turn if entrenched and encourages a sniper staying put after firing if his target is still up, as opposed to firing then moving every time. Laser trajectory analyzer Prerequisites: Advanced Lasers Effect: If a laser shot would cause friendly fire, it fails to execute. TUs are still spent, but ammo isn't. Persistent plasma Prerequisites: Plasma weaponry Effect: Increases the chance of missed plasma shots causing fire. A shot that ignites a flame suppresses more than normal. Portable plasma cell converter Prerequisites: Advanced plasmas Effect: Lets plasma weaponry reload using scavenged alien plasma cells. Vehicles Improved vehicle armor Prerequisites: Alien Plasma Technology Effect: Improves vehicle (front?) armor. Motivation: Referencing the Iceland incident, previous tank models were sliced to pieces. Using the same logic that has our soldiers start out without armor, it seems reasonable that our vehicles are relatively lightly armored too. Once data from alien plasma tech is in, however, armor can be improved, even before we get to the Scimitar. Vehicle engine upgrade Prerequisites: Alien reactor Effect: Increases vehicle TU by 10. Allows a vehicle to enter "power saver" mode, spending 60 TU to generate one charge for its laser weapon. Vehicle fusion engine upgrade Prerequisites: Alien fusion reactor Effect: Further increases vehicle TU by 10. Power Saver mode TU cost reduced to 50, and can be used to generate ammo for a plasma weapon. Bigger explosion when vehicle is destroyed. Motivations: Beyond weapon swaps, vehicles feel very static, and large alien bases leave vehicles useless pretty fast with their limited ammo capacity. More upgrade levels enables you to focus on vehicles, enhancing the strategy layer. Aircraft Dropship power outlet Prerequisites: Alien Reactor, Laser Weaponry Effect: Lets a laser weapon be recharged without any batteries when standing in the dropship. Also holds for vehicles. Effect 2: Improves dropship refueling rate by x% Dropship supercharger Prerequisites: Alien Fusion Reactor, Plasma Weaponry Effect: Lets a plasma weapon be recharged without any plasma cells when standing in the dropship. Also holds for vehicles Effect 2: Further improves dropship refueling rate by y% Fuel upgrade Prerequisites: Alenium Effect: Increases effective fuel capacity for all planes by x% Motivation: A low priority for most strategies, a player focusing on air superiority with multiple interceptor bases but only one dropship would prioritize this.
  2. I really think there should be some laser weapons and wolf armors in the demo, you will release for the public. Don't hide your selling points. Awesome advanced technology is one of the cool things about ufo and xenonauts and right now it's just too hard to get to it. I only managed to get laser and wolf armor once, when i didn't saved or loaded, and even then i couldn't use it in a mission because i couldn't get the corvettes down, because they were too fast. I just think that the quick battle should show most of the things about the battles of xenonauts and the laser weaponry should be in it.
×
×
  • Create New...