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" FIRST TRY " best mission from the game so far
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Hello guys , welcome back ! Since the new milestone, I decided to make a new campaign ! "I am a xenonauts 1 veteran who completed the game on insane iron man. I also ended on day 900 my first xenonauts 2 commander campaign because there was no ending and alien ship stoped spawning." This is my 4th attempt in commander difficulty (not ironman in order to respect my time and also to have the ability to savescum as a last resort if needed.) "LOSING IS FUN" My first campaign ironman was a failure because of the dooms day mechanic , its just pure luck based. I didn't have much luck regarding the green light thingy. Even today I still doesn't fully understand how it work. The only thing I know is to get as quick as possible all available buff that get you -1 doom day /panick run. The second ironman attempt was just bad luck for some weird reason my game kept crashing on turn 3 in the first cleaner mission. For some reason the general dialog would start while I was still in the spawning area. Third ironman attempt was failed because i had a bad strategy for the cleaner operations ie : "vip /rescue/ data raid ". My strategy for tactical battles : In xenonauts 1 my favorite weapons were shotguns and rifles because of the exploitable and "frustrating" leaning mechanic (the game engine was broken). Now in Xenonauts 2, Line Of Sight is shared meaning in theory that if an enemy can shoot you, you can shoot back & vice versa. This changes everything for CQB combat and weapons. For commander difficulty If you want to take the least risk, you came to the right topic. Weapons & Equipment CQB Machine guns are your primary weapon making the main used gun for your composition. For the first missions until day 100 equip your field medics with rifles and switch to full automatic when they have enough strenght capacity . Have at least 1 shield guy with a 9mm for 4 main reasons : draw reaction fire on doors / be a bait for alien fire / scout / protect wounded soldiers. Get 1 MARS : the MARS is extremly useful I use it the same way as a shield guy with the exception that it can be sacrificed and have more power of destruction Equip your soldiers if possible with : ammo<aiming module <smokes <flash<grenades. Smokes are extremly useful to avoid getting shot at and it gives you time to change positions . composition view : 1 shield 1 MARS 2 Medics 5 machine guns. STRATEGY : Use the Turtle method. After many trial and cqb testing I sorta "invented" the Turtle method wich is as simple as it is effective. You need to make a square with 1 front row and 1 back row . You can put anything as you like in your square. If needed you can make a rectangle or another shape depending of the space. Move your formation (square ) 1 foot step by 1 foot step. Be aware to face all angles and always keep a security behind as you move. If you have a small oppening or a diagonal angle where an alien is sitting : let him walk on your threshold or use grenades to get rid of him or to repostion. Take your time. If a soldier is wounded heal him and take him back to the rear somewhere safe. Weapons & Equipment for Cleaner/EXDEF operations You will need to be on the move consistently YOU DON'T HAVE TIME ! Prepare for casualties , choose meats bag that you don't expect to live. Composition I used : 1 shield 2 assault 1 shield 2 assault 1 shield 2 assault . Equip assault soldier with shotguns or rifles , first aid and smoke grenades . The mask module is mandatory on everyone! STRATEGY : RUSH B Sadly if you lose one of these missions, it can end your campaign ! You are backed into a corner so there is only one way and its to fix bayonets & yell : foward ! For the VIP just rush B get rid of the baldy and dip/ For the journalist wait 1 or 2 turn at spawn to clear enemies and then rush B don't look back/ For the rescue missions wait 1 or 2 turn and then rush B again./For data raid rush B. Side Notes: The dooms day mechanic is ruthless ! One bad move and its game over ! There is SO MANY enemies like 15+ for data raids / rescue the journalist raids it's just actually insane Heavy Armor is Mandatory in commander difficulty Grenade launcher is useless (see grenades ) Grenades becomes useless as the game reaseach goes on (im talking to you fusion nade) Smoke grenade is Over powered (I love it ) Flash bangs are kinda useless or very niche for commander difficulty Demo charge is useless or very niche for commander difficulty Shotguns becomes useless past cleaner mission (not enough damages) Rifles is useless past cleaner mission (not enough damage and/or accuracy) UI is gooood Pathfinding was changed ? Feels like it Loves the new aliens addition Love the new AI behaviour (I got flanked by 1 mantis and 1 sebillian all the way around in alien base and they killed my back security) Wonder were the alien baby stroller machine gun went Love the new spawn behaviour PRAY FOR THE ALMIGHTY MACHINE GUN The machine gun have so many advantage over the rest of the weapons counterparts : Mag dump : Shooting 10 bullets is very lethal to transform any bad alien behaviour into purple mist . Heavy armor is essential to survive a potential one-shot from enemies over 10 tiles away. Firing 10 bullets ensures at least one will land.The heavier the accuracy penalty for wearing heavy armor, the more useless other weapons become. Reaction fire : This is the only weapon that can shoot 3 bullets over 20 tiles ! It have also the benefit to add the suppression effect. TU or ACTION POINT with my turles strategy will make sure that our soldier will always shoot before the bad behaving space face that is trying to kill us . Mesmerizing : Some of the aliens have the ability to mind control like Alakazam from pokemon, big brain energy ! The machine gun will counter this mechanic because you will anyways shoot only once lmao. THE SPIKE IN DIFFICULTY FROM REALLY HARD TO IMPOSSIBLE "THIS IS WHERE THE FUN BEGINS" Everything was alright until the alien switch from plasma to fusion weaponnery and I wasn't aware what was going to take place until my second alien terror site mission in Latin America. The spike In Difficulty went from challenging to new objective : SURVIVE 8 soldier and 1 MARS vs 22 aliens and 7 Cyberdrone main battle tank it was pure nightmare I was forced to save scum twice to not lose the continent and the game
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As we're thinking about V20 now and the features we want to put in it, it's time to discuss the largest balance problem in the game: the number of missions each player will complete. Players will generally fall into two camps: those who will do literally every mission that the game generates, and those who will do a couple of each type of crash-site and just leave the rest to rot. The idea is actually that the player does not do all the crash sites they generate. We're balancing the game around the assumption the player does 30-40 missions during a game, total. However, to make the Geoscape strategy challenging, there needs to be a LOT more than 30 UFOs appearing over the course of the game. Xenonauts has been specifically designed so a player is not penalised for not doing crash site missions. You don't receive any relations penalty for letting one time out. Yet some people still feel the need to do all of the missions, whilst simultaneously complaining that doing so many of each mission type rapidly became boring (I'm looking at you, Light Scouts). I thought this seemed odd and raised it on the forums - and people explained that the game actually DOES penalise you for not doing the missions. The reason is opportunity cost - you don't LOSE anything for not doing a crash site, but you also don't gain the soldier experience, funding boost and one-off equipment sales you'd get from doing the mission. Ultimately, this is a strategy game, and the best strategy is to do all the missions...even if the cost is boredom. "Fun" isn't a useful in-game commodity so it's bad design if we're relying on player boredom to prevent them doing all the missions. TL;DR - there has to be a gameplay benefit to not doing a crash site mission if many players are ever going to feel like they are allowed to let one time out. I would like to add a system into V20 where the player is able to "donate" a crash site to the local forces in exchange for an immediate funding boost or a relations boost (which translate to more monthly funding). We will remove the relations boost from the current crash site completion system, so the choice will become: Captured alien equipment / materials, soldier experience, funding boost from selling weapons, or Risk-free funding boost, probably larger than the one from the selling captured equipment in the first option I am hoping that this means most people will do a couple of crash sites for each UFO type, then will just take a funding boost for the remainder. There may be circumstances where they want to grind more, for example training up a rookie squad or turning their existing team into death machines, but that will be a genuine choice rather than 100% optimal. I'm pretty much set on introducing some kind of choice to the game for crash sites, but I'm still open to suggestions on what that choice may be. Funding seems the most obvious one, but I'm happy to listen to alternatives. Thoughts? EDIT - my conclusions after having read the thread can be found here: http://www.goldhawkinteractive.com/forums/showthread.php/7314-Doing-Every-Mission-Solution?p=85735&viewfull=1#post85735
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There is a Xenonauts article on the most important (or at least most addictive) website on the internet: tvtropes.org. It can be seen right here. Having said that, this article is still rather modest in size right now, despite the efforts of some editors (like yours truly). There are also very little links to this article from other TV Tropes articles, especially actual trope pages. Therefore, I would like to encourage everyone to put some effort into expanding the Xenonauts entry. The reason isn't just to have fun doing so, although reading and editing TV Tropes is immensely enjoyable to many people. The actual purpose is to simply create more buzz for the game, as TV Tropes seems to have a high traffic of mass culture consumers in general, and therefore would be a great way to further promote the game. I myself have gotten into various products, like games or movies, through TV Tropes, and I'm fairly sure it works for others as well. While I will continue working on the entry, help is greatly appreciated. Or just come and read the thing, it'd be nice too.