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  1. ...because I cant open threads into the Xenonauts 2 topic. Oh btw.. my english is not that good, so ask if something is not understandable. Introduction: Ive played Xenonauts for 75 Hours now, and cant manage to win a game. Thats very good. So the "Veteran" difficult mode is perfectly balanced. Means, its very hard, but with every new try, I think I can make it this time. But while im playing I beginn to miss more and more "features" in the game. So I will list this up and see if something find its way to Xenonauts 2. I know that this game follow along the basics of another game (XCOM) that I never played. But I am an old Jagged Alliance veteran and feel very comfortable near the Xenonauts gameplay. Equipment ----------------------------------- I was missing a lot of variety inside the Equipment menu. There are just US-Weapons, and not much (and we are international right?). So why dont bring a better selected weaponary in the game. For example, the most used weapons world wide in the 1970s: Aussault Rifle: M16 Good accuracy Medium range Can fire full, burst and semi automatic Medium Armor Penetration Medium weight High chance to jam. [*]AK-47 Medium accuracy Medium range Can fire full and semi automatic High Armor Penetration Medium weight Medium jam Chance [*]HK G3 Good accuracy Medium range Can fire full, burst and semi automatic High Armor Penetration Heavy weight Low jam chance [*]FN FAL Medium accuracy Medium range Can fire semi and burst automatic High armor penetration Heavy weight No jam chance. Machine Pistol: IMI UZI Low accuracy Short range Can fire full and burst automatic Medium Armor penetration Very low weight High jam chance [*]HK MP-5 Medium accuracy Short range Can fire full, burst and semi automatic Medium Armor penetration Low weight Low Jam chance [*]Sterling L2A3 Medium accuracy Medium range Can fire full, and burst automatic Good armor penetration Medium weight Medium Jam chance Sniper Rifles (in fact we have no ranges in military grade in this game, so we should go for police weapons) Walther WA 2000 High accuracy Good range Can fire semi automatic High armor penetration Heavy weight No Jam chance [*]Steyr Mannlicher SSG 69 Very high accuracy Very good range Can fire single bolt action (reload after each shot) High armor penetration Medium weight Very low jam chance [*]Springfield Armory M14 DMR High accuracy Medium range Can fire single and burst automatic High armor penetration High weight Very low jam chance And many more, if you want me to complete the list, I will do. But for now: This is just a "idea" of what I mean. More weapons with different Pro´s and Con´s. Additional to the variety of weapons, I would love to customize them. For example: Reflex/Red-Dot -sight Reflex-Scope gives + 10 to "reflex" Red-Dot-Sight +5 to Reflex and +5 to accuracy [*]Sniper/Hunting Scope Hunting Scope + 10 to "accuracy" Sniper Scope + 15 to "accuracy" [*]Under Barrel Grenade Launcher: Gives the ability to fire grenates over a long range Laser Pointer: +5 Accuracy and +10 to luck on reflex shots in enemy turns Flashlight: +10 to range and +5 accuracy in night missions. Would be nice. It grands lots more control to the player´s team and you have enough room for DLC´s and Add-Ons ;D Also I would love if the time between ballistic weapons and super-cyber-laser-punk weapons would increase. Currently, its my fourth playthrough and I need not more then 10 minutes to step into laser weapons and wolf armors. Thats to short. Ground Battle ----------------------------------- General Movement There are some points I was missing in Ground Combat. First of all, I can not lay down. In my eyes this is a core feature of tactic round-based combat. Also, I missed the option to move crouching. Grenades Small obstacles like fences and low walls should not hinder my grenade accuracy, that is a no-go. Also the chance to miss a grenade throw should be better calculated (its a elite force of the best soldiers worldwide, not the third degree girl-sport-lesson). Respect your Lore! ^^ in the Lore you told me, the Sybillians have bad eyes and a low sight. Stay away before you shoot, you say. But they shoot sharper then my snipers, on ANY distance. Also the Caesarian Aliens should be fragile .. but they can hold the same amount of damage like others. Androns should play stupid because the cant calculate wounds and the mention of "dying". But they act like all others: Come out, shoot, go out of sight begind obstacles. Poor Sight The line of sight should be more adjusted. Whenever I start a mission, I face the following situation: I got shot down from the "nothing" (fog of war). All aliens have more vision then my soldiers. Regardless if Ceasarians (with perfect eyes) or Sybillians (with bad sight) they all attack me before I come close to their range.. miles between me and them. This result in the fact, that most soldiers die, just because I need to lead them to where the shots come from. Cosmetic If my shot miss, let it look like I "missed" my shot in a realistic order. Currently my sniper shoots and the bullet hits the ground 1 meter after leaving the barrel. Or hit something 5 meters away from the target. I mean, ok, 95% chance to hit and miss is hard enough, but sometimes it looks like I have a idiot on the rifle that barely knows how not to harm himself with it. Civilians and local forces. I think it is a good idea to make the Chinook closable. So that I can search civilans, and lead them to my helicopter as a safe place. They should react to my presence. Always walking towards me to stay covered behind. But the just run into their doom. Also local forces should stay back, because: The boss is now here. In real life there is no difference. If the .. uhm.. where do you come from? Usa? yeah, if the SWAT or Homeland Security enter the stage, the local police have to leave the area of operation. This is basic. Hide and seek. While just my shield-guy is protected and not the guy behind him, aliens never stay covered. They just walk out of sight. I think at least the Sybillians and the Cesarians should use walls and fences to crouch behind. Missions ----------------------------------- Currently we have: Bringing Terror to alien bases Stop Terror attacks from Aliens Clear Crashsites (and landing places where you find crashed ufos ?) Air-Fights Defend your base against invasions Cool. But let me try to extend this list a bit. Free deported prisioners from a Alien Base Scout and infiltrate Alien Operations (whithout being spotted) maybe sabotage or steal something?! Evacuate a city before a "wave based" alien attack starts. Assasination mission. Where you have to kill just one special alien leader Escort missions (Aircraft), you need to protect ships or special places with patrol or follow - flights. Escort missions (Ground Forces), you need to escort very importand persons from one place to another. Blow-things-up missions. Where I have to destroy any important object(and to give the C4 in my backpack a role) Hijack alien crafts. Hey guys, lets stay in the next tractor ray, I need a new UFO. Overall Gameplay ----------------------------------- I love this game, really. It provides me a lot of fun so far. Really good job. But I would love if things can slow down a bit. I already sayed that the step from ballistic to laser is to close. But also I miss the "fear" and the "panic" that a alien invasion would spread. A bit more "we are soo doomed" feeling would be nice. Also I see that the Money part is really unrealistic. Ok I understand you tried to hold sums low. But a full Fighter Airplane for 100.000? A elite force to defend the world with a start of 2.000.000 ? That turns things wierd. Producing a laser pistol cost me 20.000 So a Laser-Gatling, Allenium sidewinder missile armed fighter jet is worth 5 pistols?! Selling Laser technology brings me just the build-price. If I would sell a laser rifle im sure the NSA or CIA would give me, whatever I want for it ;D Sattelites would be nice. Our Orbit is flooded by spy-sattelites. Not only one of them can grand me access to defend human kind? Are they all to busy with listening innocent peoples telephone calls? Base Building. Why im limited in space? There is no reason for limitating me. I should have the option to build bases on the ocean. A Aircraft carrier for example. At least, the UFO spam is setting me up a bit. 90% of the time there is nothing happens. But then, 87489237 UFO'S come together and I cant do nothing against it. I can shoot down .. maybe ten of them. Then I have 10 Crashsides. Sending out my two teams, make the mission, have 5 Guys that go to hospital for 14 Days and what? Lost 8 crashsides. This result in: My team just do base-capture and Anti-Terror missions. All Ufo-Crashsides will be bombarded unless there is a new UFO-Type inbetween. So, thanks for reading. I hope there was one or two points that gives you a idea or a suggestion. If I find more interesting things, I edit this post. Best regards, VoidByte
  2. What BIG changes are planned for good ole Xenonauts?
  3. Hello there. I know. But first - I've spent some hours writing this. I'm new here and at once I'm starting huge discussion and feature-list. Well... I'm playing original XCOM since nearly 20 years (near every year), also played many remakes and resurrections like Aftermatch, Aftershock, Extraterrestial, Cydonia, OpenXCOM and took part in the communities of many other small home-made projects. Since year I'm checking out this game, looking, reading forums and stuff. Today I decided to register here and write some of my dreams. Dreams that can make this game more awesome. As always in threads like this. You can find here my personal feelings and subjective opinions what should be changed or added to this game. I know this is indie-game, so I do not expect big changes and miracles, just few tweaks and stuff. Kebabs DREAM-FEATURE list v. 1.2 If you want to respond to the specific idea, use the bold name (quote it), do not quote the whole idea and description More intelligent civilans. Currently, they are so stupid that ic even scares me. Sometimes, they like to run between my positions and positions of aliens, no matter there's whole shytstorm. Or they like going to beat them with fists. Another time civilians like to squat in the middle of the road between the bullets. This must be changed. In my opinion, civilians should always try to reach the landing site of Xenonauts. More attractive geoscape. There are some mods for this, but look - geoscape in near every game looks similar, right? Right. So, we should change it a bit - for example making night-time part of geoscape to look like this. Some random events. Playing this game is cool, but after few weeks it's starting to be boring. We need some stuff to change this. For example - XCOM: TFTD ship attack was awesome. It could be included - we need to cap civilians and don't destroy whole ship Idea with expanding huge alien life form in the Aftermath or Aftershock was nice. Also some random events on the ground - for example, with bigger alien ship we have greater chance that aliens will try to shoot us down during landing. Player will get the message that aliens where trying to defend crash/landing site. If they succeed our Choppa (or other kind of lander) will need to be repaired in base and some of our crewmembers will be injured during mission (at once after landing). Space station and space-fight. Near every XCOM-like game or indie-based title designed on XCOM idea looks similar - we are fighting on the ground. It would be awesome to bring end-game to space. For example, aliens are using most powerfull ships agaist us, most powerfull weapons. We can do it too - we are building space station like huge base, defending it (like normal geoscape battle, but using station in the center). Station would be used to end-game, somehow. Ya know, building big spaceship and pwning aliens by this thing More attractive crashsites. Right now every mission looks the same - crashsite or just landing looks same. We need small graphical changes to make it more attractive and more... mysterious. After some time each round is the same, and we are pwning missions at once. Aliens should wait for us, prepared for battle. For example every banged ship (not just landed) should be hidden in smoke. Also there should be some remains of destroyed stuff. Burning trees. Currently, every map looks the same. We could add an overlay, textures with fire, many dirt, crater around the ship, something like that. Ya know, attractive stuff, that is different every time! More attractive alien ships. They look awful, ugly and dumb. Sorry for this but it's true. Ships was made without thinking, all based on the same style, idea and model. They all look like scarabs (cockchafer or cockroach, idk how to write this in English), but with different shell. Someone should watch some Star Trek movies and know how battleships should look like One of the most awesome stuff in XCOM is about to explore these great ships. Here? We have small not attractive ships. Also interiors of those ships are... well... I need to find clever but strong word. Looks bad. They are empty, just few consoles and black borders. They should look like interrior building. We need walls inside, not just black borders, screens, doors, stuff! More different tiles and a little bigger maps. They are nice, especially those in the cities, however, they are a bit too small and too soft. We need more small buildings, barrels, fences, boxes, bushes. Sometimes half a map is like potato fields, lawn or a big parking, tons of same-looking terrain. Also maps are a little too small - when we are fighting with medium ship, it's just around the corner, rather than lying somewhere nearby, +32 blocks in X and Y direction would be awesome. In original XCOM creeping up and searching the map was cool, here we have very small area, you always know where to advance. More missions where we have something to do. Idea of capping alien ship is nice. But we need more ideas like this to make game more different every time, every mission. For example we need to attack an alien outpost and escort captured scientist. Or we must defend our position for some time/rounds. It would be awesome to make other kind of missions than just "GO AND BLAM BLAM BLAM KILL EVERYTHING!", I mean missions like that - we must sneak unnoticed into alien outpost. Arm the bomb, steal something and get out. If we will get noticed aliens are getting strong support, we need to fight them like in normal mission.
  4. This is a thread where you get to say what you are happy about in Xenonauts that wasn't in x-com either at the start or the end. Mine is that you knew what med kits were:o
  5. - during combat, soldiers can't be healed, just assisted to stop the bleedings or to recover from unconsciousness. Healing needs to be done in the hospital facility at base. - training facility were Xenonauts who stay in the base can develop their skills. Xenonauts can be assign to train less skilled soldiers to increase the rate of development. - prone position - stealth - sound awareness - ability to climb to roofs from the outside of buildings (ex: wall ladders) - add wire cutters to open wire fences - disable the possibility to destroy walls with bullets. This needs to be acomplished with explosives or explosive ammunition (ex:rockets). - add face equipment (ex: gas mask - to deal with smoke or enemy/friendly chemical weapons) - critical hit = chance of getting unconscious - units with health below 25%, when damaged = chance of getting unconscious
  6. Well, i've get through all of the suggestion threads. Mostly reasonable requests. But i'm sure everyone have some epic ideas which you know will never be implemented and therefore you keep quiet about them. But rue no more, because this thread is a perfect place to tell about your nuclear juggernaut suits of xenodoom. We'll not see them in this game, but who knows, may be they'll earn a place in a sequel? I, for example, think that Xenonauts are greatly lacking Flying aircarriers in their fleet. Alien Sniffing Dogs thread is actually posted here, and i think that's a brilliant idea by StellarRat. It might look like this: Expanding this, i suggest adding trackers and pathfinders to balance alien psi-abilities. Research scent detectors and alien footprints to reveal the secrets of the cornfields!
  7. WISH LIST Last Update 1/10/2013 8:12 pm EST BUG LIST Last Update 1/5/2013 9:30 pm EST NEW ITEMS!!! T23-red death marker to ID soldiers bleeding to death (troop number has red outline) M09-mouse scroll toggle disable/enable option C11-Alien Sympathizers, will help aliens in areas the aliens have influence over Rejected items will be moved to the RWL (rejected wish list) Bottom line is I will need your help to keep this up to date for the dev teams and our ease of use Thank you again folks To the Dev team, Bugs I find while beta testing are at the very bottom with notes on the bug and possible fix (if I can figure one out) ......................................................................................................................................... ......................................................................................................................................... WISH LIST (not in game but lets talk about it and how it would work and help the dev team out) ......................................................................................................................................... ......................................................................................................................................... Geoscape last item number G02 Base last item number B03 Air Combat last item number AC07 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]AC03-National Support[/TD] [TD]Other nations try and shoot down UFO's in their air space but never go past starting jets tech wise[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Soldiers last item number TR08 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TR06-Load out Copy/paste[/TD] [TD]Ability to save a soldier load out, name it, and apply it to other soldiers equipment profile[/TD] [TD]In-Game[/TD] [TD]Links[/TD] [/TR] [/TABLE] Aliens last item number A09 Civilians last item number c11 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]C01-Pistol Civilian[/TD] [TD]Civilians have a chance to have a pistol and 1 clip[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C02-Riffle Man[/TD] [TD]Civilians have a chance to have shotgun/riffle and 1 mag (all tilesets have a chance of spawning armed local units)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C11-Alien Sympathizers [/TD] [TD]Civilians in areas under alien influence should shoot at Xenonauts, and in areas that are pro Xenonauts you have a 1% chance that an armed civilian will try and help the aliens[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Weapons last item number W09 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]W01-Proximity/land Mine[/TD] [TD]Can be thrown, blows up when something walks on or near it[/TD] [TD]Possible[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W05-Saw type weapons can area suppress[/TD] [TD]Weapons with very high rates of fire and average or better accuracy can suppress an area (already in code)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W06-Regular fire supression[/TD] [TD]Large amounts or regular fire can suppress a targer[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W07-Flamethrowers[/TD] [TD]Weapon system that burns any target in 10 square long line thats 3 squares wide at end[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Armor last item number A05 Tactical last item number T23 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]T02-Psi Defence[/TD] [TD]Psi defense teck for humans[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T03-Sensors[/TD] [TD]Motion sensors hand held/grenade forms[/TD] [TD]Considering[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T04-Teir 2 Medkits[/TD] [TD]Upgrades to medikits (smaller,Lighter, Heal more) learned from alien medical tech[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T05-Easy reserve/active[/TD] [TD]Be able to use reserve AP to shoot without having to disable reserve AP[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T07-Fog Of War[/TD] [TD]Only see shots fired at you that is in some soldiers LOS[/TD] [TD]Planned[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T09-Human Exit[/TD] [TD]Humans can get in craft and leave[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T20-Load Plan[/TD] [TD]Control of troop order/load out on troop transport[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T23-Red Death Marker[/TD] [TD]Soldiers who are bleeding to death have their number box inside a Red highlighted border for ease of identification[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Environmental last item number E13 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]E06-ponds in maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E07-Snow maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E10-Desert maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E12-Arctic maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Misc last item number M09 [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]M09-mouse scroll toggle disable/enable option[/TD] [TD]Option to toggle mouse scroll option on off or set a key like tab to cycle through soldiers[/TD] [TD]unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE]
  8. This is a list of ideas put forward that have been rejected, superseded, or are no longer applicable to the game mechanics If your told your ideas on the RWL, that means its here Ideas that are now in game or being looked into are on the WL (Wish List) Geoscape [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]G01-City Light[/TD] [TD]At night Cities/Towns light up so you can see them from space[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]G02-Weather[/TD] [TD]Rain/Snow on geoscape to effect fighter lock on time and make it rain/snow when you do a mission in a area that is raining/snowing[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Base [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [/TR] [TR] [TD]B02-Alien Containment[/TD] [TD]building to hold live/dead aliens (not required at present to simplify tech tree, stun weapons are researchable instead)[/TD] [TD]Not Needed[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]B03-First base is Custom[/TD] [TD]You get to pick yourself how starting base is set up (not required, aliens can attack any room on the edge of your base)[/TD] [TD]Not Required[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Air Combat [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]AC01-Alien Ground Attack[/TD] [TD]When troop transport is shot down, aliens lands to finish the job, you must kill all aliens to be recovered[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]AC02-Alien Craft Speed[/TD] [TD]UFO's go at a random speed until Jest get near then go max (we might look at strategic AI in beta but we'll see)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]AC04-Fighter XP[/TD] [TD]Pilots/Craft level up for better lock on time and evasion[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]AC05-Big Buttons[/TD] [TD]Increase Button Size for player ease of use (New UI supersedes this)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]AC06-Bad Weather[/TD] [TD]Increase Lock on time 2-5% in rain/snow[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]AC07-Supply Rape[/TD] [TD]Sometimes you find and can then shoot down alien supply points in orbit to slow down the alien war machine (shooting down UFOs on supply runs will make bases easier to attack)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Soldiers [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TR01-Cyborgs[/TD] [TD]Research and use Alien Implants on soldiers late in game[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]TR02-Ranger School[/TD] [TD]Soldier gets 5% bonus AP and moral boost for him and all units near by[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]TR03-Air Assault school[/TD] [TD]Soldiers can be roped in to player picks spots on map at the cost of that soldiers turn[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]TR04-Pathfinder School[/TD] [TD]Pathfinder and 7 soldiers secure and mark landing spot for second transport to land[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]TR05-Cool Look[/TD] [TD]Mohawks and other troop head customizations[/TD] [TD]Rejected[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TR07-Bleed out[/TD] [TD]Unless taken to -10 HP soldier drops to ground screaming (causing moral penalty to everyone below Sargent rank) loses 1-5 hp a turn, needs a medipak to stabilize, and cant move for rest of mission, once stabilized fires with -30 aim penalty (superseded by Bleeding Wounds system in game)[/TD] [TD]Rejected[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TR08-hard core[/TD] [TD]Bleed out soldiers who hit a enemy get a aim bonus, if they kill an enemy they get an award that helps moral recovery of all troops near them on mission from then on[/TD] [TD]Rejected[/TD] [TD]Links[/TD] [/TR] [/TABLE] Aliens [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]A01-Aliens Heal[/TD] [TD]Aliens heal each other with alien medi kit (might make it a bit hard!)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A02-Aquatics[/TD] [TD]Some aliens are adept at swamps/water and can vanish under it to move around unseen (water is impassible to non-hovering units)[/TD] [TD]Rejected[/TD] [TD][/TD] [/TR] [TR] [TD]A03-Combat Tactics[/TD] [TD]AI will use baited ambushes X,Z,L,Y shaped Ambushing and Battle drills for attacking (superseded by general AI)[/TD] [TD]N/A[/TD] [TD]Gijs-Jan AI Dev Chollirem[/TD] [/TR] [TR] [TD]A04-Alien Snipers[/TD] [TD]Should spawn on rooftops/high ground or in buildings if it takes more then 2 hours to get to crash site. Should run to these spots if they don't spawn in them (superseded by general AI)[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A05-Close Combat Aliens[/TD] [TD]Aliens with bad vision/aim should spawn inside buildings and other closed areas if it takes 2 or more hours to reach crash site Should run to these spots if they dont spawn in them (superseded by general AI)[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A06-Team Players[/TD] [TD]Aliens should stay in groups no more then 15 squares apart no closer then 5 and move togeather in same direction untill they meet enemy. Aliens behind Lead Alien should open fire or save AP for reacion shot and Lead Alien falls back to group (superseded by general AI)[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A07-The Horde[/TD] [TD]Aliens mid-late game mix up freely...in short one mission could have 1 or moreof every alien type on the map (I prefer having more set races like in the original)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A08-F^<K! IT'S A....Flare?[/TD] [TD]Aliens should blow up, or run away from flares...logic being...its bright, they dont know what it is, the enemy threw it at em.[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A09-Massive Horde[/TD] [TD]Higher dif adds more aliens, like the ship is half full (or more) of aliens on highest difficulty[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Civilians [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]C04-Unarmed and Dangerous[/TD] [TD]Civilians in all maps who have no weapon have a 20% chance of being armed with bat/tire iron/crowbar (all tilesets have a chance of spawning armed local units)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C05-The Mob[/TD] [TD]Civilians with Melee weapons group together and when 4 or more are in a group and see 1 alien they attack it (NPCs have range weapons only)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C06-Smart Civilians[/TD] [TD]Improve AI so civilians run from aliens if they aren't attacking them Improve AI so civilians run to xenonauts if they aren't attacking aliens (superseded by AI)[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]CC07-civilians Listen[/TD] [TD]Civilians within 4 squares of a xenoaut can be given a order to move in 1 direction, the civilian will run that way till edge of map[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C08-Law and Order[/TD] [TD]Police have pistol 2 clips, better aim then civilians[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C09-Military Might[/TD] [TD]Other military forces should group together and try to move across the map in one direction killing aliens they find ...when they hit map edge new direction is randomly picked.[/TD] [TD]N/A[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C10-Military Aid[/TD] [TD]Xenonauts can give a general direction they want Other military forces to move, military force then moves in new direction until new order is given[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Weapons [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]W02-CS grenade "tear gas"[/TD] [TD]Organics in AOE have 0% accuracy and have half AP if starting turn in it[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W03-Knives/Bayonets on rifles[/TD] [TD]Costs 5AP, melee attack (all weapons may gain a melee attack)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W04-Laser Aim Attachments[/TD] [TD]Increase Aim of weapons (weapon attachments have been ruled out)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W08-Grenade Launchers[/TD] [TD]Mid Ranger AOE support weapon[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W09-Ammo Types[/TD] [TD]HE(High Explosive), IC (Incendiary), Parachute Flare (for night mission), WP(White Phosphorus), TG(tear gas), flechette, AP (armor piercing), HP (hollow point), (SH Squish or soft head), Tracer, Ball, Slug, Buck shot....all with tier 2,3 and 4 variant[/TD] [TD]Rejected[/TD] [TD]Link?[/TD] [/TR] [/TABLE] Armor [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]A01-Night Vision[/TD] [TD]See in the dark like its day...but everything is green, blue, or red your pick[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A02-Thermal Vision[/TD] [TD]Can see things that produce body heat, option for black hot white cold or white hot black cold[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A03-Cloaking[/TD] [TD]If aliens can stealth then we can to[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A04-Sound Dampers[/TD] [TD]Moving makes sounds, players and AI should act on it, this makes you quiet[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]A05-Sheilds[/TD] [TD]If aliens have em we can steal it[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Tactical [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]T01-Chopper Defence[/TD] [TD]Chanook should have 2 heavy weapon systems one on each door with a soldier useing it when you land. Weapon system can be walked through at costing 6AP or fired with burst only at 70% accuracy as its a mounted fire platform(dmg is same as SAW)[/TD] [TD]Rejected[/TD] [TD]Links[/TD] [/TR] [TR] [TD]TO6-Multi level missions[/TD] [TD]Multi level missions[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T08-Lean[/TD] [TD]Aliens and humans can "lean" to fire around a corner[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T10-Alien Exit[/TD] [TD]Aliens who land may launch ship and take off if getting owned and 10% of the crew is left to pilot ship[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T11-Environmental Hazards[/TD] [TD]Downed Power lines, Fires, Bears, etc[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T12-Children[/TD] [TD]Children on the battle field (double points gained or lost for each on saved/killed)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T13-Driving humans[/TD] [TD]Human vehicle threat (middle east/africa have pickups with guns on the back and 2 man crew who can be killed)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T14-Air Support[/TD] [TD]Air support then they can gun run any target you mark with smoke(takes 10 turns for them to get on station, items collected from crash site not sold but given for free for the air support)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T15-Arty[/TD] [TD]arty (artillery) if nation is friendly (takes 3 turns for arty big AOE)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T16-Targeting[/TD] [TD]Ability to aim at body parts , right click past aimed shot and get a small pick of alien, click body part and he fires at it with -10/20 aim penalty[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T17-Combat Damige[/TD] [TD]Hit box for legs,arms,torso,head..... leg dmg doubles ap cost to move, Arm dmg give -30% aim for rest of mission, torso does normal dmg, head shot does double dmg[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T18-Mechanized[/TD] [TD]Tanks level up and get more accurate OR need two soldiers to drive/gun who get xp[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T19-Prone[/TD] [TD]Ability to go prone! takes two squares (upper body 1 square lower body 2nd square)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T21-Multiple Transports[/TD] [TD]Multiple Troop transports one mission good for big mission and multi level mission[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T22-Landing Site[/TD] [TD]Ability to pick landing site of troop transport (if pilot oks it to keep people from landing right next to alien craft)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Environmental [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]E01-Environmental Factors[/TD] [TD]like rain/sleat/snow to reduce vision, movement, and accuracy across map for everyone[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E02-Crop Circle[/TD] [TD]Crop circle around alien craft that land (even short grass can be darker color to show it)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E03-Ships At Sea[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E04-Oil rigs[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E05-Hills slopes[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E08-forest maps[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E09-swamp maps[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E11-tropical maps[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E13-Mountain maps[/TD] [TD][/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Misc [TABLE=class: grid, width: 730] [TR] [TD]Idea[/TD] [TD]The Basic Info for the Idea[/TD] [TD]Status[/TD] [TD]Links[/TD] [/TR] [TR] [TD]M01-More Missions[/TD] [TD]More Mission Types[/TD] [TD]NA[/TD] [TD]nemeo[/TD] [/TR] [TR] [TD]M02-Fodder Troops[/TD] [TD]Endless pool of normal soldiers dirt cheap (unlimited supply of troops which decline in quantity as you recruit more per month)[/TD] [TD]Superseded[/TD] [TD]gazz[/TD] [/TR] [TR] [TD]M03-A few good men[/TD] [TD]Limite pool of expert soldiers that are more espensice[/TD] [TD]Superseded[/TD] [TD]gazz[/TD] [/TR] [TR] [TD]M04-MIB[/TD] [TD]M.I.B to be your damage control/spys in countries[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]M05-Snatch[/TD] [TD]Once the alien craft is shot down, the nation it landed in may try and beat you to it to keep it all and give you nothing[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]M06-Text Size[/TD] [TD]UI text is small, make adjustable[/TD] [TD]Superseded[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]M07-TBS/RTS[/TD] [TD]TBS or RTS option for mission play picked at mission start (rts can be a strait base off TBS letting you hit a much wider player group and bring more in to the game)[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]M08-Alien Campain[/TD] [TD]Mutli player with one side as humans one side playing alien campaign[/TD] [TD]Rejected[/TD] [TD]Links?[/TD] [/TR] [/TABLE]
  9. Hi guys, I've just premium pre-ordered Xenonauts about a week after beating the new X-COM game from Firaxis on Classic Ironman. I've been following the project passively since its conception and even posted a few times on the old forums, but I haven't had the time to dive in-depth into Xenonauts until now. Now that that's out of the way, I wanted to share a few positives from the new X-COM game that I think made the game more fluid than the original, as well as a few things that were very bad ideas. I realize that this is very far in the development pipeline, but it could be that some of these good mechanics can be taken into account nonetheless. The Good: Cover system: The cover system (taken in a vacuum) was in my opinion very well set up. Simple yet complex at the same time. Barring a few silly objects that provide cover, the idea of half and full cover is great. Flanking is also part of this mechanic also worked very well. Most likely this sort of mechanic is already in Xenonauts. Soldier progression: This is another system that impressed me. Very simple, yet very powerful. You have to make a meaningful (usually) choice at every rank. This is how you customize and build your squad, allowing them to complement each other. I did absolutely hate all of the item-related abilities (especially ones that were a must). I.E. 3 uses on medkit, smoke grenade, extra rockets, extra grenades. Soldier customization: Not much to say here. There was a lot of customization available, which added to the overall immersion, and helped you get attached to your soldiers. We all know, losing soldiers you are attached to is an integral part of X-COM. Ironman mode: Trivial to implement, incredibly fun. The argument that people can play Ironman style by just not loading is flawed - the temptations are too strong. Not having that option changes the game completely. This is one feature that I think should make it into Xenonauts - it's simple to implement and incredibly powerful. Base building: This is more about synergies between facilities. It's such a fun idea I'd love to see it in X-COM. It doesn't need to astounding things, but small bonuses would make base building more fun than just using space where you have space. Movement system: Not having to worry about time units and seeing exactly where you can move and how and the idea that you have to decide whether you want to take a shot or move some more made the gameplay much more enjoyable. This played very nicely with the Overwatch ability. Again, simple, but powerful. Foundry projects: I loved the idea of improving existing equipment and having yet another "research" hub, but without a tree as such. Fun. Live alien captures: This made the UFO missions shine. You wanted to capture live aliens. You wanted to interrogate them and get those juicy bonuses. This was well done. The fact that alien weapons destroyed themselves on death was irritating though. Information display: Important information about abilities, aliens that you've researched (in combat) etc. hi chance was easily accessible in game with a breakdown of what modifiers apply and why. This is CRITICAL for learning and understanding the game and ultimately made the game enjoyable despite its huge shortcomings in other areas. The Bad: Soldier loadout: There was a distinct lack in selecting loadout for your soldiers. While I really liked the item slots system for extra armor/utility things, I really hated that I can't bring extra grenades/rockets/flares/stun guns/etc. The one positive was the fact that I didn't have to worry about ammunition for conventional firearms. It was just a hassle in the original. Abduction missions: This felt like a very artificial way to make the game challenging. These missions were usually easy and boring. Research tree: Not enough research, not enough research variety, laser weapons too powerful, or plasma weapons too weak. Soldier psionics: There's a good reason why Xenonauts doesn't have it. Although, it did make the game exciting because not every soldier was gifted and there was a strategic decision involved in testing your soldiers. Problem came down to 180 will soldier mind controlling an Ethereal with 91% likelihood to then mind control more stuff. Mind control gets out of hand. The first two abilities were pretty good though, and even the mind control alternative. Just not mind control itself. Base management: Why can't I manufacture cool toys and sell them? Why can't I sell anything and everything? Why can't I hire scientists/engineers? One good thing here was council requests for items. Rest was pretty rotten. The Ugly: Pull mechanics: Missions felt like World of Warcraft dungeons, where you pull a pack at a time and destroy them before moving on to the next pack. Really horrible mechanic that should never ever be in an X-COM game. Combat mechanics: Why can't I shoot my gun at walls to take down cover? I can miss and take down cover though? Why does my rocket have such a short range? Why is my sniper unable to even attempt a shot across the map without Squad Sight ability? Aspects of this were awful. Interception: What? How did they manage to make it worse than the original?
  10. I just finished the new X-COM remake and it's... lacking. I found this website and figured, eh, great place to give in my ideas, maybe they'll produce something worth playing. So far I'm impressed with what I saw in previews. Few Suggestions: The game should be long to finish. The more things in the game, the better. I like long games with intricate story lines. That said. TECH TREE - Research into basic human weapons to combat alien threat. Different shotguns, rifles, pistols, machineguns, grenades, you get the idea. Say you start with M-16, you can research the AK-74, then once you got both you can research a hybrid that has both the punch and the accuracy of both guns. It exists I just forgot the name. Same thing with other variants. Auto pistols, Auto shotguns, etc. 200 round AKM for light machineguns. Heavy machine gun variants. An MP7A1 would be a nice add. Make the research on human weapons such that we can produce not only modern weapons. (since game takes place during cold war, you guys have tons of new weapon references to get ideas from, youtube is a wonderful tool for that) Make it so the final research into human firearms ends in modern/futuristic projectile versions like the TAVOR, the XM8 (and lmg variant), M4-16. Each gun for a specific class of soldier. Each with different stats, depending on your strategy. (Urban combat vs outdoor long range). From there, Research into theoretical warfare, Electric weapons. - Non lethal (taser guns) to lethal. - Light Tesla - Medium Tesla - Heavy Tesla Research into theoretical warfare, laser gun research. (each with all types of gun types, sniper, shotgun, rifle, pistol, etc.) - Light laser class - Medium laser class - Heavy lazer class Research into theoretical warfare, sound frequency. (Can have cool effects like blowing an alien's head to making them go ballistic and do weird things like shoot in random direction before dying.) - Light ultrasound - Medium ultrasound - Heavy ultrasound Theoretical warfare, Microwave guns. (Can be used instead of RPG's to melt machines.) - Light microwave - Medium microwave - Heavy microwave Plasma gun research - Light plasma - Medium plasma - Heavy plasma And with enough research near the end of the game. Subatomic string theory leading to interdimensional guns. Basically, it not only melts targets but also makes their entire bodies change, transports aliens into different areas, making the alien fall to his death. makes organs and extremities shift position, distorts the alien so it dies becuase the body was altered. Use your imagination. Can stick to one class type, or elaborate on more. Basically, I don't like that it just ends in plasma weapons, I believe humans should be able to surpass the aliens in technological innovation. I guess from there on the same concept with aircraft and land vechicles, the long progression I mean. Once that is done it would be time to make a story that is awesome. - Many alien bases - Weird alien experimentation. - Easter egg videos of iceland event captured on camera and other things like alien abductions and stuff like this. If this is put in the game it would be awesome. Just stuff to immerse yourself while you play the game. I guess every time you would get an achievement you would be rewarded with a sick ass video that you could then see again in the xenopedia. Make the game slow paced, meaning, go by reseached and manufactured tech. If you got an upgrade, aliens get one too. Don't rush it, this is why I dissliked the x-com remake, it was too rushed, regardless of your tech level, they just kept going. I get the idea behind it, but it kills the game when it's too short like that. - Big battles of 18 soldiers vs whatever amount of aliens (there's room on the chinook after all) - Upgradable transports. - Upgradable interceptors. - Building more bases. - More realistic bases. - Having your bases attacked by aliens and needing to repell them. - Alien bases on earth. - Underwater missions. - Moon missions, common, they have to have bases on there. - space mining and building bases on the moon. - Fighting on motherships. - Colonizing and fighting on mars (to get access to rare minerals and metals for construction of the last project. - Last project, build mothership, use it to obliterate their invasion forces. An awesome ending cinematic would be a great ending there, space battle followed by victory, with people cheering in the streets and soldiers applauding eachother type a thing. Could leave the game there with promise of a follow up where you invade THEIR planet(s). The other thing is the animation and graphics, I'm sure it will get upgraded. Main concern is furniture in buildings, they can't just be empty, common, take example from the new x-comm when it comes to interior decorating. Music playing in bars, that sort of thing. Many, many cool videos, also, cheesy things like a drunk farmer getting abducted by aliens. However, most should be serious, like it's not a joke, serious invasion goin on. Those are my suggestions. Lemme know what you guys think.
  11. Hi, I wanted to buy in the near future Xenonauts, I've seen many video of the game in various youtube channels, I thought it was very well done but I had some questions: 1) I noticed that the first part of the game is always the same: "to use the fighter to drop the UFO on the ground, sending a team to kill all the aliens, develop new technologies." I wanted to ask if another happens throughout the game? Or for all the game you just have to crash the UFO and then go and kill the aliens? 2) You can capture the aliens? I have not seen anything about it ... You can examine, study or query? 3) How many maps has the game? In the video I saw only two, one in the city and one in a farm. 4) The maps are generated randomly? 5) The game has an end? something important happens? or is it always the same routine? All for now, thank you.
  12. Obviously we have no control over the mighty Gold hawk. However, if you could see a sneak peak of something, either as a video or a piece of art, what would it be? New vehicles? New armour? Aliens? Base defence? New tilesets? New alien vessels? New weapons? New mechanics like suppression? The UI? Anyways open to discussion.. I would really like to see what base defense missions look like, since I used to S&*^ myself in Xcom games at the thought of losing all my stuff.
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