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Hi guys! New member/kick-starter backer here. So personally one of my favorite features of the Long War mod for Xcom2 was the ability to build squads of soldiers and send them out as needed (I'm sure most of you are familiar with it), since some soldiers and weapon combinations worked well together. Basically acting as a glorified squad preset system sending predefined people with predefined gear quickly and easily. I just loved being able to send alpha squad out on a mission and then have bravo squad cover for alpha when somebody was injured or they were preoccupied or something. It also felt like it made me more personally invested to the 'team' since finding replacement soldiers that fit certain squad motifs could be a bit of a challenge. Stealth Squad Omega lost a sharpshooter? Shoot that hurts I guess now we'll induct one of the nuggets.. Is this a feature that would make its way into Xenonauts 2? I feel like it might work really well with the stress system, allowing the player to easily substitute a group of fresh soldiers for worn ones. It might also work well if they decide to implement some sort of teamwork/ranking feature where certain soldiers get bonuses for working with others or bonuses based on the amount of time/missions soldiers spend together. I've attached a screen shot from Long War to show off their implementation on the off-chance you guys haven't seen it. Anyway, I really enjoyed the feature in Long War and it would kill me with glee if we saw some sort of counterpart in Xeno2. Either way keep up the good work devs!
Hi Chris, what will be changing in regards to the UI both in the Battlescape and Geoscape? Will the Geoscape, research window, base building etc remain in the same structure with updated UI? What about general audio changes/FX's/atmosphere and possible Battlecape weather effects?(rain, snow fall, dusk and dawn missions) and general mood of the gameplay considering you guys now have Unity to play with. Just trying to generally understand if X-2 will be a clone of the original right down to its structure and menus with improvements considering team size and budget, or if there are any other major visual changes being considered. Cheers
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?
Please consider that many people complained for years complained about the small font sizes in Xenonauts and many indicated that this is reason not to buy the game. Consider that your program attracts older gamers who played already Xcom. And for them the small fonts of Xenonauts are a pain. And, yes, we play on laptops, because we sit in planes, on airport gates and hotel rooms on business trips. It is a shame that this "feature request" for scalable, better readable, larger fonts was disregarded for years in the development of Xenonauts. Other wishes along that line: - Audio (reading those texts) - Playing a well-readable Xenonauts-2 on a large iPadPro would be wonderful for me ! Otherwise, thanks for the nice game. I see Xenonauts as a test case and learning project towards a great Xenonauts-2 which should try to omit all the mistakes of the first one. Off topic, some other nice things would be: - Being able to shoot or at least throw a grenade when standing besides an open door. - Being able to rotate the map.