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Found 7 results

  1. Just joined the battle and I have a question already and a few thoughts/observations. Question- how do you use the medkit? I transferred it to my wounded and bleeding sergeant's hands but NOW I am stumped in how to use it!. How is this done... (Hurry - He's dying!) Noticed this on my first day in game: 02.49 (x:3150 y:408) Local farmers report discovering circles of unknown origin in fields. 09.53 (x:3423 y:426) Local farmers report discovering circles of unknown origin in fields. Umm... This shows as in Greenland... (You know - Crop circles in Greenland...) Scoring system not fully fleshed out? NO pluses for winning, killing aliens etc. But did minus 2 points for losing civilian. Despite the above I had a ball on that mission. MY soldiers less so - 2 dead, 2 wounded.
  2. So here i go on the field, train station with power grid north, containers near heli point. Aliens are dancing their fleeing dance. And while a group is taking potshot at them i decide to bring my assault team to the UFO for kicks. An alien spawned in the middle of the power grid (middle of object) (taking a dump) ? Quickly eliminated as he can t move. I take the UFO while my snipers are still shooting at the red ducks who run there and run back here and a rifle men give the leads. After taking the UFO, and some aliens, the fifth turn come in and work ! I m impressed, truly, its a cool feature that works. What i wasn t so impressed was the -2 because one of the survivor hid into the train station. -2 for an "escaped alien", Whiskey Tango Foxtrot !? Doesn t seem fair to the player. please change that. I agree that aliens should escape the cenário, but make it otherwise, i don t know, like after X turn they can escape to a specific zone and then are considered mavericks....
  3. I have been looking at the ground mission rewards and have found that they could stand to be adjusted. First off it can be assumed that most players will likely succeed at successfully securing the UFO. however the point is to be saving humanity from the aliens. This is especially more significant in the fact that your score relates to your relations with the region the ground mission takes place in. So while Xenonauts organization is concerned with acquiring the alien tech the regional leaders might reasonably have a different concern. So here is what I am suggesting 1) Boost the value of the securing UFO goal 2) Increase the penalties associated with things the regional government would be more concerned about a)Penalties for civilian and local forces losses; Make it worth while to protect and defend civilians and local forces b) major penalties for things like Alien Escaped, and especially local forces or civilians killed by Xenonauts. The reason I suggest this change is because in a recent game I had a handful of civilians and local forces get caught between my soldiers and some aliens in the middle of a firefight. And while neither I nor the aliens really focused on the civilians they were sadly all gunned down by stray shots either from my forces or the aliens. yet when the mission was over I still got a "good" rating even though I had multiple penalties cited as "local force killed by Xenonauts" It was like the local politicians could care less if I massacred their civilian population and local soldiers So I figure this needs to be reworked Also on a side note this should be inverted in Terror Missions so that surviving civilians and local forces should be the primary source of increased points and less reduction for losses in these areas
  4. after playing over 100+ hours on v18.5 and v19 2nd edition. i am left wondering the scoring mechanic and how it works. i understand missions completed results in scoring, but how does that reflect individual country by coutry standing. i sent packing 3 terror attacks and show down a load of aircraft over the EU but i still got a reduction in funding off them.. why? also does research reflect your score when it comes to your monthly report..??? what happens if you leave an enemy base alone for a while.. does it increase the chance of that country joining up with the aliens??? a full breakdown of the mechanic would be nice if anybody knows.. thank you
  5. Have run a few missions in 18.5 - no saving/loading involved. First instance, Ground Force was hit by alien 2 times on 2 separate turns, third turn he dies from his wounds. Score at the end lists as killed by Xenonaut forces Second Instance - Civilian was hit by alien first round, next round sound of human death, and Score at end lists killed by Xenonaut forces. Is this counting like this since I never attempted to heal them? Can you even Heal a Civilian or ground troop? Good news, Saving no longer eliminates the "Secured UFO" points where it did in 18.4. Verified with Saving each turn, and loading a save file.
  6. UPDATE Played loads of L. Scout and Scout missions, and with the below they all came in at 100-135. Couple of Corvettes which came in at 120 & 135. Played 3 terror missions that came in at 380, 320 & 305. Those were played with the Xeno casualty penalty set to -5. I've increased that to -10 and added the escape alien penalty to failed missions to avoid positive terror scores when you lose. Changes from original suggestion in italics: 50 UFO 100 base attack/defence 150 terror site 10 Aliens killed 15 Aliens captured 5 Local Forces surviving 15 Civilians surviving -10 Xenonauts killed -20 Vehicles lost -5 Local forces killed -10 Local forces killed by Xenonauts -5 Civilians killed -20 Civilians killed by Xenonauts -10 Aliens escaped ------------------------ ORIGINAL POST Had a look, but couldn't see a discussion on score. At the moment, it's all very samey. There's also no reason to place your chaps in danger in order to save civilians (civilian dies, you lose a couple of points) and little penalty for going Rambo with the rocket launcher in a school. At the end, your score will be 11X. The UFO recovery is important, but there should be some recognition that killing 9 aliens is a little tougher than 3. 50 UFO 15 Aliens killed 25 Aliens captured 5 Local Forces surviving 20 Civilians surviving -5 Xenonauts killed -20 Vehicles lost -5 Local forces killed -10 Local forces killed by Xenonauts -5 Civilians killed -20 Civilians killed by Xenonauts -?? Aliens escaped Take a typical small scout mission with 3 aliens, 1 LF & 1 civ, aliens all killed and everyone else surviving. Current score 111, score using above 120 (50+45+5+20). So higher than the current level, but with a greatly increased downside. Each Xenonaut killed costs you 5; each civilian killed 25; each local force killed 10. The cost of losing your guys is relatively low because you're already taking a massive hit when you lose one (all that experience and £10k to hire a replacement). If a civilian at risk of imminent death next turn, at 25 points you might risk your fellows to save them. If there's nothing you can do to save them though, you'll have an incentive not to mow them down yourself as that'll increase the points loss by another 15. I've never seen an alien escape, so I don't know how that should be scored. I'll revisit this once I've played a terror mission to see is it massively unbalances the score there.
  7. Hi, I was trying to find out some information on how the game scores certain things:- such as the alien missions/activities/successes and the same on the xenonaut side for the different types of mission/ research etc. A search didn't help me out. Has there been any information released on this yet? No doubt to be tweaked in Beta, but I was interested to see what the variables would be.
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