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  1. 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.
  2. I know plenty of you have been awaiting the release of Xenonauts: Crimson Dagger for a while - it's finally here. This is the story of the Iceland Incident, humanity's first contact with extraterrestrial life and the events that led directly to the formation of the Xenonauts. The novella is written by Lee Stephen, who is the writer of the Epic Universe series of novels. Lee is a huge fan of X-Com and wrote Crimson Dagger free of charge as an extra to go in our Kickstarter. Thanks, Lee! This novella will be available free on this sub-forum for the forseeable future, and will also be bundled with every copy of the game on release. You should also be able to find it free on Lee's site, and on Amazon (where I think it costs $0.99 as free release may not be possible). For now, though, it is a Premium Pre-Orderer exclusive, so enjoy it! Naturally, if you enjoy it, then it would be worth checking out Lee's other work! PDF: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.pdf EPUB: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.epub MOBI: http://www.xenonauts.com/devfiles/Xenonauts_Crimson_Dagger.mobi
  3. First off, let's start out by saying that this game has the best writing of any of the X-Com games ever. It really does. We all appreciate what Chris and all of the other devs are doing; namely, a superb job. That being said, lets get to business. GOALS Create a list of places in the in-game lore (Xenopedia) that contradict realism or otherwise break player immersion. Make proposals to alter the in-game lore to more realistically explain the game without altering the gameplay. Do it all in such a way as to minimize the work and/or annoyance of the developers. (We want to help, really. ) How we will accomplish this: People will make posts detailing specific instances of unrealistic or otherwise immersion-breaking lore ("unrealisms"). I will update this post with a list briefly describing each unrealism and include a link to the post. We will discuss the specific issues to try to reach a few good realistic explanations to replace the immersion-breaking one. When we reach a few good ones that people can (mostly) agree on and that make sense, I will update the list to indicate that the issues has been resolved and include a link to a post containing the more realistic lore. Allow Chris to decide if the proposed alteration is acceptable. IMPORTANT: To keep things organized, I'd ask us to avoid reporting unrealisms and discussing unrealisms in the same posts. Report posts should only contain where the unrealism is found, and why it is unrealistic. Feel free to make a second post directly after the report to discuss it. LIST OF UNREALISMS: Changes Not Proposed Yet <none> Changes Proposed LINK Missile Range Explanation is Unrealistic --Sidewinder --Avalanche LINK Fighters Having Armor is Unrealistic -- CONDOR -- FOXTROT LINK Weapon "Magazines" Erroneously Called "Clips" -- Rename Weapon Clips LINK Both Xenonauts and Local Forces use radar, but only the Xenonauts can see UFOs and track them consistently. So, we propose renaming the radar base structure. --(Same Link) OLD, OR OTHERWISE IRRELEVANT:
  4. So, I can't help but wonder. If this is an advanced race of creatures, they must be able to tell that our satellite network is our main resource of communications. Why don't they knock out the whole thing? It's not like we have the resources to protect our satellites from advance alien fighter craft that are superior in near-zero atmosphere. This would make it very difficult to base a game around - no satellite, no gps, loss of a lot of things required to justify how we are able to combat aliens. Maybe there's something in the story that explains this, but I'm not sure where that would be.
  5. Hello community, Hello designer, xenonauts hase a nice story with some significant changes compared with the original xcom. One of the major changes is the timeline, which affects almost the whole background. I want to suggest some minor changes to the game, to make a better use of the storyline and hence improve the feeling ingame. summery of the storyline The storyline told us, how the first contact was made 21 years (not 30 as the homepage suggests) before the start of the game, which is the autum 1979. For the first years after the Iceland Incident major ressources where put into the xenonaut-project from both blocks, east and west. With the years pasting the funds where reduced, the backers vanished and the whole project was about to be shut down. Then the aliens apeared again. conclusions out of that storyline The xenonauts have an advanced knowledge about the pure existence of the aliens, an ideas on their superior technology and the alien tactics. They are prepared, compared to the rest of the world, but fallen back to almost marginal logistics. The Xenonaut-Project has done something for 21 years, it has databases, sleeping networks, mothballed hideouts, retired officers and soldiers which can be reactivated. And much more. It is all in all comparable to the gladio-project (http://en.wikipedia.org/wiki/Operation_Gladio) transfer out of the storyline into the game The Project is an 21 year old advanced military project. That should be more noticeable when the game starts. The player should have both feelings: beeing overwhelmed by the alien superiority on the one hand; beeing somehow more prepared on the other hand. The player should be able to reactivate easily the old status and networks of the xenonauts-project. ingame suggestions The suggestions which I am bout to make have the major purpose to change the ingamefeeling without changing the present mechanics to much. They are more cosmetical than anything else. But they should make the game more spooky, more tense and more ambientic. training facilities; the single squad left should have own facilities, which should be able to make use of for the new recruts. Put 2 officers into the facility as military instructors and put new recruts into the drill; which should be easily made by the retired squads. aircraft carrier; a kind of mobile basis which hase the advantages to be better protected against detection and alien aggressions. In the Year 1979 aircraft carrier are the world wide major and most advanced military unit. Make use of it! submarines; as the second idea of mobile bases / rocketlauncher against the alien air superioirty. mothballed radar stations; the player should put some ressources to reactivate already existing logistics more than building new ones mothballed bases; same here with bases. if the player builds up a new base, there should be lot of stuff ready, just needed to dust. There are more thoughts to come, I am still about to think all of that through.
  6. Obviously just arrived, but I'm a bit confused by the dates. Crimson Dagger refers to 1958. The in-game story about first contact in Iceland is dated 1959. The date in the main interface is 1979. And the weapons and aircraft are late 1970's (F16 1978) and the early 1980's (M9 9mm pistol 1983). Unless I'm missing something, this needs to be tighten up for ppl like me who find it a confusing distraction. Perhaps a minor tweak, but worth doing.
  7. I realize the game is meant to be something of an alternate reality Cold War, so historical accuracy isn't essential, but there are some major issues with the whole Iceland Incident story. The two main ones are the existence of ICBMs (not explicitly stated, but very strongly inferred multiple times) and Cuba being under Communist control. Cuba was still embroiled in civil war in 1958, Castro didn't gain control until 1959. Similarly, the first test fires of ICBMs took place in 1957 and 1958, but there were no fully functional ones until 1959, and there were nowhere near enough for "MAD" until a few years after that. That said, I suppose the biggest issue I have with how it's all told is tone. It feels like it is describing the Cold War in the 60's or 70's in the way the Russians are viewed and interacted with. The Cold War was still very much in its infancy, and many of the concepts and ideas that later came to represent the period didn't exist by 1958. Anyways, just my thoughts on the matter. Keep up the great work on the game!
  8. Considering how the aliens watched earth for quite a while before attacking and how they are masters of biological warfare, it wouldn't be surprising if they found some sort of alien virus that turns people into aliens. Chrysalids are a kind of virus. Only a) they are bigger and b) they have rather short incubation time. Now suppose the aliens invented a small virus that had say a week's incubation time and started spreading it over cities. Wouldn't that be lovely? Xenonauts would have to rush to kill the virus outbreak before the whole city would be infected. UFOs could have viruses on board on a regular basis. Xenonauts would be surprised at first, how some of their soldiers perfectly out of the blue would get sick and turn to aliens at home, forcing them to fight a (small) base invasion scenario. Only after a while, if their research would be fast enough, would the Xenonauts realize, that they have been infected and needed some cleansing of their own and of any scenes where aliens have been killed. This could expand to a battle between the Xenonauts and the aliens researchers, as -- supposing the initial production cost of the virus is rather high for the aliens, the human immune system has a good chance of killing the initial virus and the initial virus is a one-shot thing, in that it cannot reproduce within humans, just change them -- the aliens might be able to create higher quantities of fiercer viruses over time.
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