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  1. Played free demo, and have some things to say about that. I hope you devs will make a great game, but if it will have the same state on release, and same weaknesses like Xenonauts 1 had, I won't buy it. I know that game is in development right now, so I estimate what I saw it game right now and, especially, what I don't like in it for now. 1) Really bad displaying of UI, battlefield, and fonts on small resolutions. Made some post with screenshot about that. 2) No immersion. Operatives dressed like some american police team assaulting drug dealer's home (blue uniform, helmets only on assaulters with shotguns), not like some special military forces. No voice acting except death screaming. Pretty empty landscape, no decorative objects, no decorative hummocks or|and pits. Operatives have weird movement mechanics, can't lean out of cover without standing up in front of enemy. 3) Weird crouch and movement mechanics. Only one crouch button, but absolutely no any other advanced movement, and operative can't even walk in crouch. If you played JA2, you should know how advanced movement should look in that type of games, but if you want to remove that element at all, you should make some automatic positioning according to cover, like it made in firaxis' XCOM. 4) Blackness instead of the fog of war on the borders of the map breaks the immersion. And there are no differences between map boundaries and unexplored zone on battlefield for now, which is confusing. 5) No zoom. I can't look closer at anything for now. Would be really nice to have it. 6) Stepped operative-to-enemy aiming line with every obstacle written on it, which looks weird in full 3D game, where player expexts to see straight line. 7) No way to see how good your operative sees the enemy he aims at. In Firaxis' XCOM game shows you something like line of sight when you aims at enemy, which gives you idea of how well the operative sees the enemy. There is nothing like that in that game for now. 8) Operative can't shoot at things at 90 degrees standing behind the wall. Like in 2d-games, yeah, but I hope you'll teach them that they can shoot without going out of cover full-length. n) Forum logged me off exactly on submitting this post first time without any caching, thanks to that guy who made me lose 2 hrs. So that's why this post written in some angry way, I apologize for that (but not much). Thanks for reading. I hope that you'll make a great game, but you don't really need to make the same Xenonauts 1 second time in 3d with careful transferring of all limitations of 2d-engine to a new game.
  2. Hello everyone, I am a new Xenonauts player, who played Jagged Alliance few years ago, and I was wandering if there is some sort of a humans vs humans only mod, where instead of aliens player fights against humans?
  3. So - vehicles. Until now they exist in a separate Category from your Soldiers - but why ? Both need storage space, equipment and repair after getting shot at by aliens. Well - we call the "human storage space" living quarters and their repair "medical" - BUT our vehicles have far less options for customization and enhancement then regular soldiers. So - I propose a Framework to make the handling of Vehicles in general easier and blurring the lines between Soldiers and Vehicles. A Vehicle is equipped like a piece of Armor for a Soldier - changing the amount of space said soldier takes up in a transport and the types of Weapons they can equip. Instead of Assigning a "Hunter1" Scout Car to your Chinook, you equip Pvt. Max Muster with a "Hunter Scout Car" and a twin Browning MG Turret. Pvt. Muster will propably earn some experience and become a better Soldier while Driving/ Commanding said Scout Car. This shift would: Eliminate the necessity for a separate Garage screen (which has bugged out severly in my modded campaign btw.) Allows Vehicles to be affected by morale Allow Easier Customizing of Vehicles (Main gun, additional weapons, smoke launchers etc) in the Loadout Screen. Allow variable soldier size through Exosuits , Mechas or horrible biomechanical surgeries. Allow implementation of other restrictions for weapons - Perhaps only Soldiers in "powered armors" may equip a portable Gatling cannon etc. Perhaps you could even Enter/Leave vehicles with other soldiers - hop on the back of a Scout Car/Trike or Tank and use the vehicles movement.
  4. In X1 we essentially had four light sources in night missions: scenery lights like lamp posts the inherent flash lights of our troops (their illuminated vision cones) flares head lights of vehicles I'd like to see this system expanded a bit, as it essentially slowed down the pace of the game in X1 compared to daytime missions (because you would throw flares around one round, then advance in the next). low-light amplifier - a piece of head/eye wear for a soldier, giving him good sight in darker areas, but none in light regions (as the light amplification tends to overcast the surroundings of bright objects) thermal imaging glasses - same slot, portrays surroundings in false colours, but some aliens (e.g. the reptilian sebillians) are invisible to the user. Might show gas and heat pipelines through walls, whatever this might be useful for (blowing stuff up, obviously...) signal pistol - a secondary weapon that can illuminate a big part of the battlefield this round and can be fired indirectly over obstacles, and a smaller one next round, and then dies. Short life and big area compared to flares, maybe even a chance to stun enemies with big, night time adjusted eyes portable floodlight - a rather heavy utility item that must be placed down by a soldier and then illuminates a bigger part of the map compared to flash lights. As it runs on batteries, only limited use time. Some Psi vision system - reveals the location of living things, but not what they are. Civilians and Aliens as well as the type of Alien cannot be seen (something like a blue blob on the battlefield) For some of these to work, the blind fire system needs to be reworked - in X1 a soldier could fire at a tile with an alien with the direct aim function, even though he could not see the alien. Either this needs to be made impossible (or one soldier with low-light amplifier essentially provides the same bonus for every comrade) or weakened in terms of accuracy. Suppressing fire could still work to a degree. Any other idea you can come up with?
  5. So, I read the prologue "Crimson Dagger" in the extras at the start-up of Xenonauts, and I was wondering, would the story of Mikhail Alexander and the 1958 Iceland incident make a good gameplay tutorial (If there's going to be one) for Xenonauts 2? If yes, it could later show how Kseniya Alexander got invited into the Xenonauts program, and have her become one of the many soldiers the player starts with. It's just a thought. Plus, the story of "Crimson Dagger" is pretty emotional. In my opinion, it could make the player REALLY pissed at the aliens, and give a nice good launch to start the game off with.
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