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Found 5 results

  1. I think the airstrike option shouldn't be available at the very start of the game, but unlock after maybe the first completed scout GC mission. As it is now, new players might just airstrike all downed ufo's as it sounds more cool than "intercept". When the airstrike unlocks, there could also be a tutorial screen that explains the function in depth with it's pros and cons. It'd be a good in game method to show how the war escalates and different nations are joining their forces against the uknown threat. Maybe even do an airstrike xenopedia article to deepen the lore.
  2. If a crash site is about to expire there should be an automatic airstrike on the site. This would allow you to remove the airstrike option completely from the intercept menu if you want to (although some people may still want the option just to clean up the map.) Either way, I can't see any reason why the player would specifically have to call the airstrike. Just letting the site expire should be good enough. It would also make the game a little simpler and easier for beginners.
  3. Hi, I love the new build (20.8). Animation speed are smoother, the new UI is nice, ground combat seems to be faster and deadlier with new accuracy, new map are nice... I have only two suggestion on this build: 1/ After shooting down an UFO, the relation boost should be on the Airstrike action, not on the ufo shutdown. It should be around 80% of the "perfect mission score" or maybe more if you really don't want to penalize Airstrike vs Mission. Of course, doing the mission will provide a relation boost, slightly better if the mission is a good succes (few causalities). The idea here is to reintroduce positive relation boost when the player attack a grounded UFO, or do pure terrestrial mission but don't penalyse too much the "Airstrike" option in term of relation. By doing this, you will also revert this "negative only" scoreboard to something nicer 2/ The IA seems to be very passive, at least the two first month. Aliens keep a lot of TU for reaction shoot, or somtimes have very stupid behavior, like running toward my soldiers without cover (Maybe for throwing a grenade next turn, but they never live enough ). But i find their shoot more precise and deadlier than before and that's a good thing. Anyway, i find the game very interesting and fun, i really appreciate the lasts builds evolution Cheers
  4. As I play, I'm sometimes thinking 'It would be great to be able to call in an airstrike or artillery' during tough situations. Not sure exactly how you'd put that in, but it would be a nice option when things are a bit tricky. Maybe it would be an actual unit that you could fly over (as a secondary vehical) to the site, which would then be (supposedly) flying over the battle area (but not seen or dealt with in the actual ground combat), but could be called upon to attack an area of the ground battle map. Kind of like the dropship... you fly it to the site, but once you arrive, it's not something you control (and, unlike the drop ship, it wouldn't even appear on the map). Or, make it even more simple, and just have the ability to call in a strike 'from somewhere', without actually having to deal with the actual source. Either way, I figure I'm going to get the 'it'll throw off the balance' response. But, again, I just figured I'd throw the idea in, in case it sparks some ideas.
  5. Hi all. Let me preface this by stating that a quick search turned up nothing on this topic, so if it has in fact been discussed before then I apologize for wasting everyone's time. Basically, the idea would be that upon downing a UFO, if, for whatever reason, you cannot/don't want to assault it, you could order in an airstrike using your planes and simply remove it from the map. Obviously, this means no salvage of any sort, but it lets you get rid of a pesky scout crash instead of having to waste time on it, or gets rid of a battleship should you not prepare and your initial landing goes south. The reason I bring this up is because it always felt supremely strange to me to just leave a downed enemy vessel for it's friends to pick up if I couldn't spare the time for it, for whatever reason. Now, there are a few issues already obvious to me. For instance, depending on the method the Aliens use to progress, it may be too easy to force the game into an eternal stalemate of just blasting every UFO you see and never trying to take one. Maybe I'm jaded by other gaming communities, but I have a feeling that even if you made it clear in documentation what would occur if you did this, you'd still get a ton of people complaining about halted campaign progress when the game finally releases. There's also the issue of realism (assuming anyone cares), like if you managed to down a UFO over Miami and you flatten the beach to blow it up. Likely wouldn't go over well with the Chiefs of Staff. Now, let me reiterate that this is just an idea that popped into my head, and not only have I not put a whole lot of thought into it, it's very likely there's some game mechanic I don't know about for this thing already. Like I said, I only did a quick search. But if this is a new thing then lets have some discussion about it!
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