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Showing results for tags 'weaponry'.
So I've been playing a lot of Xenonauts recently and one thing that I'm consistently noticing is that it doesn't really feel as though I'm fighting intelligent opponents. Part of that is an issue I have with the enemy AI, and part of that is an issue that I have with how enemy defenses are set up and the weaponry available to them. The first and most glaringly obvious thing to me is the lack of stationary weapons emplacements whenever we're boarding UFOs. My reasoning is thus: the aliens are a reasonably tactically versed enemy. They also know that humans with some pressing questions and heavy weaponry and explosives will be showing up within 24 hours to speak with them; any longer and (since the UFOs disappear without any cash payment or any mention of any action by local governments) they will be rescued and the craft salvaged. Their larger UFOs are also laid out so that there are several chokepoints with relatively long lines of sight. They are also capable of building burst-fire weaponry. So why is it that we don't see an equivalent of, say, an M2 Browning, a heavy weapon capable of sustained fire that you can set up in one position to cover a certain position? The very first thing I would do if I knew that I only had to hold the ship against enemy attack for a certain amount of time would be to set up a machine gun or equivalent to cover the chokepoints within the ship. The sheer volume of fire that it would be able to deliver and its relatively high ammunition capacity means that you would be able to tear any nosy humans to literal shreds if they tried to get in for quite some time, and since they don't have weaponry capable of going through the walls, it instantly makes the ship much, much more defensible. On the human side, this also increases the tactical usefulness of snipers and rocket launchers, because those let you kill the aliens manning those weapons with relatively little risk to the soldiers in question, as well as explosives (provided we get destructible walls in future), which would let you flank them. I also have a bit of an issue with the enemy AI after you've slaughtered all the aliens in the UFO and are on the way to capturing it. Why is it that the aliens don't immediately converge on the UFO once you've initiated that victory condition? It makes the "five turns after you've occupied it" victory condition a little unnecessary to my thinking, if you're already guaranteed victory after you've captured it, and it'd make it more interesting if you're four turns in with three Xenonauts on the verge of death by bleed-out and then that one bastard of an Sebillian you missed blunders in, resetting the timer. All in all, I think that it's a very fun game with a lot of replay value; I just think that those little additions would make the experience feel that much more real (as real as a game about shooting space aliens can be).