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Showing results for tags 'movement'.
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First off, I love the demo and thought it was pretty good for a work in progress, so much so that I bought in on Kickstarter at the $65.00 level. The one thing I would like to see introduced into the game, which was in the original XCOM series (and Fallout Tactics), is the ability to lay prone. This would assist with minimizing the profile of your Squaddie in combat. For example, I place my designated marksman on the roof to provide cover but I want them to go prone versus only kneeling, to minimize their exposure to enemy fire. I always enjoyed this aspect of the original series and have been disappointed that the reboots failed to include it. Another place it would be beneficial is when moving your Squaddie through open terrain, such as the desert, fields, vacant lots, arctic tundras, etc, where cover is sparse or to attempt to lessen the damage of enemy explosives detonating. Please give some serious thought to adding this feature and have a great day :) BTW, thank you all for creating Xenonauts and Xenonauts 2 so that those of us who wasted hours/years of our lives playing Xcom for its tactical brilliance, can still have a game that follows so closely in its footsteps (and thank you for not adding an instruction manual that's as thick as a War & Peace novel, such as the original Xcom's instruction manual...lol!).
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Hey Guys, not the first time I'm posting (I mentioned a couple bugs), but this is the first time I'm trying to sum up those annoying little things that bug me by interrupting an otherwise awesome experience. So please bear with me if I mention old stuff or frequently mentioned ideas. First things first though, after a little over 60 hours I am amazed by the work you have done so far, you are creating a truly great game that deserves far more praise than I will be giving here. Okay, small stuff that I kept wishing for: 1: Walking sideways/backwards Doesn't really need a lot of explanation, does it? I really like the riot shields, and I think there should be an option for a Xenonaut to keep the shield between the alien and his own body when moving (at the cost of more TUs, of course). 2: Turning off snapshots Again pretty simple: it should be possible to tell your guys to not shoot during the alien turn, even if they have TUs available. I have this huge pile of bodies in my base, all of them guys my own snipers shot in the back during an alien turn. (as I said, I like to keep my guys with riot shields between my snipers and the aliens, but if they get shot by my guys it kind of defeats the purpose). 3: Numbering your Xenonauts This is already possible by removing your guys from the dropship, and reassigning them in the order you want them to appear in during the ground mission, but a less annoying approach would be nice. I think this would work nicely in the window where you assign your xenonauts to their position in the dropship. (I know this is a little OCD on my part, but I like to move my shields first, and then my snipers, and for that i like my shields to be numbers 1 & 2 and my snipers to be 3 to 6 ) 4: Highspeed-setting for aircombat I think I've seen this mentioned before, but I'll say it real quick: there should be an option to speed up the aircombat, especially the initial phase and the running away. 5: Damage to UFOs should last Not sure if this one shouldn't be in the bug-section, but I will put it in anyway: if I hit a UFO with 2 missiles and then retreat my fighter the UFO should stay damaged for the next wave of interceptors. 6: A full-auto pistol Because what kind of wishlist would this be if I didn't have my own "please implement this weapon"-idea. I know it's most likely too late in the game to implement a new weapon, and adress all the balancing issues that come with it, but I would really like a one handed weapon with a burst fire mode. Suppressing enemies while advancing behind a riot shield sounds like a good idea to me 7: Customizable difficulty settings I would really like more options when chosing a difficulty setting for a new game. Personally I would love really tough and numerous aliens, and challenging ground combat while keeping mediocre difficulty settings for aircombat and funding. I think a little more emphasis on the thing you love most about the game will be the final stroke of perfection. Well, those are the few little things I kept stumbling upon while playing, thanks for creating this truly incredible game
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So sometimes the movement engine gets a bit wonky. It'd be nice if you could shift-click (or combination of your choice) to force the make a straight line. Teleporters and obstacles seem to confuse the pathing...a lot.
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I'm assuming that the main reason that crouched/prone movement hasn't been added is due to the process of creating the sprites is a hassle, so I'm wondering if there's an alternate solution that wouldn't require additional sprites. For example, what about the option of moving crouched via a button/key press... but VISUALLY you walk the same. All that is difference is the number crunching under the hood... You can move less far, but you benefit by being a harder target and/or being more stealthy... (assuming that stealth is even factored in with the Xeno engine), or whatever you feel is relevant here. On the other end of the spectrum... maybe also allow a sprint, which gives you more distance, but has some negative effects (can't shoot that turn, get tired (which affects aim))... I'm not sure, and leave it up to you guys to decide on what is best... but I'd love to see some more depth/options to the movement (more strategies and decisions about HOW to do things). Again, I totally get the effort involved with the sprites, so that's why I'm trying to ignite some ideas on how things can be added without the necessity of new/additional graphics. Granted, the number crunching is still a bit of effort too! But, again, this is just a suggestion... either for final, or for a modded addition or whatever. Just trying to suggest things that may further improve the game while I can.
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Currently, in ground combat, the first click places the the series of squares the unit will follow, and if you click a second time, the soldier moves along that path. But, if you place the path, and switch characters before executing the movement, then go back to the previous soldier, the tentative movement series will be erased. I suggest making it so the tentative movement lines stay in place, regardless of switching units, but become 50%, or more, transparent so they are constantly visible. This way, it would be possible to arrange an entire squad's movements simultaneously, see how they line up, then execute them sequentially, without any guess work, or gradual execution.
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Hi all, Still playing through as much of the game as possible before coming into the forum and hoping to contribute to the game in some way. However, it keeps ocuring to me that it would be nice to have a hold-TAB-to-show movement range display. IE select soldier 1. hold TAB down Shows movement 'bullseye' of available spaces to move - in green, yellow for currently selected reserve shot, red for not reachable. release TAB, back to normal view Did do a quick search and couldn't see anything. Sorry if its a duplicate suggestion. Just think it would aid in planning movements for troops. This is where someone tells me not only which forum thread it was mentioned in, but that it's already implemented...
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What if, when you leave a path, but don't commit to walking it, and you move to another soldier, but then go back, the first soldier's path is still in place, ready to go? What if, those laid but uncommitted paths also turned grey when not on the particular soldier so you could see them all at once? This would allow all the paths to be plotted and compared, then committed.