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Found 2 results

  1. Problem: 1. Aircraft are pretty useless at patrolling for any length of time due to quick fuel consumption. 2. The wide circling patrol is fine for trying to find enemy bases but not useful at providing close air support to transports when moving out of range of your interceptors. Existing Solution: Correct me if I am wrong but I believe I remember reading that aircraft use slightly less fuel when they are patrolling around a particular area? This was a welcome change but didn't quite go far enough. Solutions: Option 1. Change the options available on the 'waypoint reached' pop-up. Centre on Aircraft Patrol (current wide circle patrol as presently implemented) Remain on Station (very small circular, almost stationary patrol using perhaps 70% of normal fuel) Select New Target Return to Base Cancel Option 2. Reduce fuel consumption for patrols by a further 10-20% and reduce the speed of the patrolling aircraft Option 3. Allow us to send out interceptors with our Dropships and when they run out of fuel, allow us to send back only the interceptors instead of forcing the dropship home. Additionally, allow us to merge squadrons by selecting existing squadrons as the target. Why: Air superiority can only truly be achieved by aircraft already in the air. I know Chris you are not the biggest fan of this (as you already argued against the introduction of waypoints) but we currently have to accept that its really difficult to provide air cover to Dropships operating outside of Interceptor range and this is really defeating the whole point in having such long Dropship range. Allowing for aircraft to remain in the air for at-least as long as it takes a Chinook to fly from base to the edge of the radar range (if they both leave at the same time) should be a minimum goal.
  2. 1. Is there anyway to give interceptors or aircraft several waypoints in a row? As it is now its quite tedious, if you wish to scout an area. The classical "shift + click away" would be nice. 2. Whats up with the casualty counter in the top right. How does it work? Does it count the casualties by incidents only? Say if the aliens attack an aircraft liner over soviet union with "82 dead." Or is it some random number that keeps increasing whatever happens? Anyways i noticed that if you keep cursor over the sea it gives you the total. But i had an terror site that was struck by tactical nukes because of my failure to intervene . And the thousands of dead should then be added to the total casualties. But they didnt. Something to implement. Otherwise it makes the counter a bit strange. 3. I guess this haven't been balanced yet. But from 2 games, my 2 first months i got three terror sites, all of them were way out of range for my Chinook. Its ok that that happens. But it also feels a bit strange that i cant react to something thats is so catastrophic for my funding. Was it just coincidence or are there no terror attacks in Russia and Europe? 4. And for some fluff. I am very interested in a casualty screen of the war itself that is. A simple screen summing up some statistics of Alien and Xenonauts casualties. How many ships you have downed and lost, of what class and so on. I always found that keeping track of this in strategic war games feels essential for me, from an immersive perspective. Cant really motivate it in any other way than i think it would be great! Haven't played any builds for a long while since i don't wanna spoil the final product for myself. But the suppression system seems awesome, and so does my sniper round passing straight through the Alien! Great work! Cheers.
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