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The lore and narrative aspects of Xenonauts are some of it's strong suits (see game setting and research tree posts). One way to enhance this aspect would be through the existing archive. I have various suggestions, that range from simple (I hope) UI improvement to more daring and ressources consuming ideas. I will try to list them from the most simple ones to the most "complicated" or ressource consuming looking. Before exposing the list of ideas, I have to point out that, even if people invested in the game and on this forum do like the lore aspect of it, it's very probable that most people will not care as much. So, all of what follows really are flavour and polish features. They could enhance the game, but they might also not be noticed if people just are not inclined or incentivised to engage with them. A lot has already been done here, such as giving an interesting story as well as "operation" relevant info in the reports. The "better ending if you pay attention" option and the music also need a mention. I also have to point out a bias on my part : I'm an history student and love stories, lore and history. I am thus a necrophiliac pervert and my opinion regarding the literal archive in the game that has the lore stuff might not be the more bankable way of doing things. I also have to point out that all this data saved could not be good for the save files, but I leave it to the tech wizards. I'm just worried and try to be good. 1. Classification system in the archive. Have subfolders for the different items in the archive, such as technical reports, autopsies, etc. This is the "first step" for most of the following ideas. A research tool for titles and or content of documents could be nice, but it will probably be a luxury and not really necessary if the classification system is done right (there is not THAT much reports). 2. Add files for the existing technologies and facilities at the start of the game. When the player takes over the Xenonauts organization, they do so in medias res. The war is already ongoing, even if in its first stage. But the organization has a long history. Such files could give a basic tutorial for the player who bothered to take the time AND give him some basic understanding of the setting. They don't have to be long or numerous, they could even be grouped into two or three synthetic files. Below, a few examples of the info that could be handed out. - Document on the barracks ; explain the way stuff and recruitment go on. Expand on the multinational aspect of the organisation with reference to multiple language signs, and so on. Could be grouped with the hangar and barracks under "logistics". - New document on the training facility could be handed out when built and give some more background on the old days when the xenonauts had funding and the world was not yet perhaps doomed. - Document on the radar and it's fancy UFO spotting technology. Could be grouped with the lab : it's about tech. - Document on the hangar that would give basic info on how aircraft delivery, rearm, refuel and repair work. - New document on the medical center when built could give basic info on how injuries work. Could also give trivia and data about the daily life of the base. - Document on the workshop could give out good info on resource management, especially if ideas brought up here are implemented. Could be merged with the hangar and the barracks I suppose, due to the logistic aspect of it all. Logistics could even be the name of the file. - Document on the labs could flesh out the Gaius Baltar like guy that is competent and really smug about it when he files the reports, or when he sees you at the coffee machine and does not replenish the water. What a jerk. Background story and tech priority advice too (meaning : give some tips on how the player could engage with the tech system, he does not have to stress about this or that, autopsy reports will come in automatically, etc.). Could be grouped with radar : it's about tech. 3. Mission reports and history. Give the feeling of an organisation that crunch data and allow the player to review what they are doing. Could give a more palpable feel of the work already done… and help the player depress or keep it's head high, depending on the amount of WIN vs LOSS registered, or the daunting cost of victories. - A list of all interceptions, planes and UFOs involved, equipment involved, and the result. The battle reports, but neatly filed, if you want. - Same thing, but for ground operations. - A list of all orbital bombardment that happened, with casualties and effects on terror - It would allow the devs to put in some custom reports… regarding certain previous incidents long before the current war or at the very start of said war. 4. Soldiers files or lists. For maximum paperwork effect and immersion. Shortcuts could be placed in the barracks menu. It sounds like busy work for the devs however. - Automatically generated list or individual files of soldier on duty and performance (medals, kills, whatever is pertinent) -> thing is, the barrack already kinda does this, so the devs might not want to bother. - Automatically generated list or individual files of soldiers that died on duty and performance (medals, kills, whatever is pertinent) -> again, barrack... - Give previous service of soldiers like it was done in Xenonauts 1. Not necessarly archive related, but desserve a mention. -> barrack again... so... why do I feel like the barrack compete with the archive ? 5. A function in the archive, for each tech or report in order for you to rubber stamp the technology or data dissemination (or an info to say it's under way, if you did it when the tech popped up, or if it is automatic). The idea of it being a choice could be that, if one of your allies is compromised by aliens, you might not want to keep them in the loop. It might be more relevant in the Geoscape however. Another way to play it would be to have a panel of info, somewhere (or reports in the archive) that give updates on the current state of technology dissemination. The lab could also be a candidate. 6. Give the archive a literal physical building as well as… its own document about the archive in the archive of course ! - It could help to give more personality to your first base, more lore input, background, old sweet deliciously dusty stuff, that could give more of an HQ feel to your first base, as well as gravitas, because paper ALWAYS adds gravitas. - That would require art, however, for the archive building… and it would probably be a unique building. So… remember about my bias ? - I'm not saying that this building could also act as a strategic place in the base, some kind of last stand bunker to protect precious data and make the player engage with the history of the Xenonauts by the fact that the concrete walls of the archive protect the soldiers in dire situation, and it's deep knowledge help for the sake of Humankind, but, yeah. Praise be to the archive, may it's documents be plentiful and it's walls everlasting without humidity. 7. Add an archivist. A flavour thing, and the lady that is the (I suppose, I do not know her exact function) strategic assistant/officer could fill in just as well. 8. As you complete projects for them, you could have access to data about the forces and data that your founders have or had. That sounds like a lot of work and would probably be better one the geoscape, but, again, I love the archive (even in it's bland state) and want it to be loved by everyone. So here it is. I hope some of these ideas are good, and I hope the motivation behind it is also good.
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I was a huge fan of Xenonauts 1 and saw it as a shining light after having wasted countless hours trying in vain to love the terrible excuse for a game the new XCOM was. My only comment would be to remove the "Hidden Movement" feature and maybe add a little more control as far as screen rotation during the enemy turn. It adds nothing to the game and only serves the purpose to detach you from the scenario by essentially turning off the screen completely during the alien turn. One of the things that the newer XCOM games did right (and by that I mean one of the VERY FEW things) is the sense that during the alien turn you are constantly watching the screen in case something happens. Even though you already know the screen will zoom to any movement in actuality, you still can't help but watch. It adds a sense of depth and immersion while you're waiting for the aliens to move instead of just turning off the screen and saying "Ok, now wait for your turn." Thoughts?
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I have a suggestion for the explanatory tooltip for the geoscape. "Alien UFOs will periodically spawn on the map." The word "spawn" is way too gamey and does kind of detract from the immersion. "Appear" would be a much better word.
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Ok, this will never happen, so no worries. But maybe someone will read it and be inspired. No more numbers describing a soldier's attributes. Just their scores on the most recent shooting qualification, their 1.5mi run time and qualifications (medic, sniper school, years of experience, etc). No more "45% health left" - just a trail of blood and a guy screaming for help. Shots can insta-kill in certain parts of the body, and people that get hit are generally, but not always, out of the fight. Number of APs left replaced by "cautious", "assault" and "patrol" movement - with a hidden percentage chance of the unit getting off a reaction shot based on all relevant factors. No more getting rid of base modules for cash - it'll cost you money to demolish, and all you get is small change for surplus sales or junk metal. No % chance to hit, just a "Low", "Medium" or "High" chance to hit. Add "Very Low" for when you want to shoot a pistol across the map. No "health" % on aircraft, just a real chance to sustain somewhat plausible and halfway-realistic damage that either results in a barely functional, limping aircraft, or a shoot-down with a pilot that needs to be picked up or has a chance of being rescued by locals. Each location on the map named via Google Earth, and announced as such: "Air Combat over Juneau, Alaska". "Your base is located in Kuala Mandigo, Malaysia. Would you like to name it after the location?" But that's just my idea of most immersive possible gameplay. No doubt most people will prefer Xenonauts in its current form. Still a darn good game, and I look forward to playing it some more once we get tactical combat in the Mac version or I get around to having the cash to build a Windows PC. Cheers for the hard work developing this.
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This game has a great atmosphere, the moody music, serious faces and cold war aesthetics really make it an immersive experience. When an alien shot one of my manz during a night mission I nearly jumped out of my seat!