Jump to content

Search the Community

Showing results for tags 'equipment'.

  • 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

  1. How about an expanding foam grenade (becomes solid after a few seconds). Either to stabilize a structure, hold an enemy (either permanently or temporarily, fully or partially) or as semi permanent cover from enemy fire
  2. I have noticed an infinity sign next to the ammunition in video's. Does this mean that all ammo's and grenades are in infinite supply or will this be changed in a later release and is more for alpha convenience? I liked having to purchase and wait for deliveries of ammo, the element of management and ammo having a real world (but cheap) value added to the immersion and player experience for me.
  3. What's the likelihood we'll see suits of armor that project rechargeable energy shields on soldiers or armored cars in xenonauts? Alternatively, what about energy shield generators as special equipment, like a handheld device your soldiers could drop somewhere to project directional cover in a small area around it? Or perhaps a researchable landing craft that, as part of its design, projects a small energy field around itself that acts like directional cover in a small perimeter around the landing site?
  4. To my great chagrin, I didn't come up with the original idea. This time One question is how many classes of items are "temporarily used". One way to go about this would be: - You press "G" for grenade. - An overlay of maybe 20% transparent black covers the current weapon gfx on the main tactical UI. - The first and successive presses of "G" cycle through all types of grenades the soldier has in his inventory. - The current "temporary" grenade is displayed over the weapon gfx while you see the ghost of the original weapon - It can "cycle around" to having no grenade superimposed / selected. - No AP are spent at this time. You can cycle through this as often as you like until even the greatest klutz hits the right grenade type. Throwing the grenade spends the AP, including the AP required to move it to the mainhand. Some pockets may just be more advantageous to store grenades in. Throwing the grenade also resets this entire system to having the weapon displayed normally. The same could be done for "other equipment" like medpacks or... whatever else. Depending on how many "other equipment" there is, they could be tossed in with the grenades. This system could also be used to - reload normal weapons (only one magazine type) - reload rocket launchers with multiple types of rockets. You would use "R" to cycle through all magazine items that match your equipped weapon. Just click on it (use it) to reload that particular item or reload / switch to that particular rocket. A lot faster than rummaging through your inventory. It's not even such a great cheat with throwing grenades. Just imagine you are carrying the weapon on a sling and you would not stop to stow your rifle in your backpack before reaching for a grenade. That eliminates a lot of annoying micromanagement and the player can stay "in" the battle instead of having to leave it to shuffle items around.
×
×
  • Create New...