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  1. Hi. I "finished" Xeno2 three times. I am a big fan of the X-COM series and Xenonauts is a proud successor of this game. I am apologice in advance for a long read, but I have many ideas. The following text is order important, so the later paragraphs may apply to some ideas described in former ones 1. Starting base layout makes me crazy, is it possible to: - make it flexible, so we can fit it to our strategy - add medic and training module at start. Medic module is very important. 2. Deployment craft arsenal. It would be nice to have an arsenal at the deployment craft, so solder can change equipment (and his role) at the mission. It is also required when two or more deployment done during the flight. Size of the arsenal should be enough to carry 3 shields, 6 primary weapons, 4 secondary weapons, 20 clips and grenades. Soldier equipment can be selected before deployment craft departure in armory at base, but also can be updated before mission start using the equipment in craft arsenal. By the way this process can hide mission loading time. 3. Deployment team size - 9 solder team is good for cleaner missions since you can separate whole troop in two teams (2 fighters, sharpshooter and machine gun), but there is a problem with UFO capture mission when you need a third team to operate inside the alien craft. Only one soldier left for shields and it is not enough. especially when you need to collect 2 UFOs without returning to base. After the first mission the shield is gone or almost destroyed. Shields are vital inside, but almost useless outside. Problem can get a workaround using arsenal described above. 4. Soldier stats 4.1 Stamina/Energy may be an additional mechanic to be used 4.2 Health may affect accuracy and recoil (and throwing range ?) 4.2 Morale may affect accuracy too. Moral should be more affected by combat situation as: 4.2.1 other soldiers proximity 4.2.2 enemies detected 4.2.3 mission progress - enemies killed, ufo located, amount of mission objectives completed 4.2.4 allies killed 4.2.5 supression state 4.2.6 stun state 4.3 May strength affect damage of stun rodes? 5. Tactical combat 5.1 it would be nice to keep soldier order to the next turn in case it was not completed during current one. It is especially good when retreating in the cleaners missions. 5.2 It would be nice so the main UFO entrance will be locked for humans. It should be breached only by dedicated explosives. This approach also provides an opportunity to make UFO capture as time based - UFO must be captured withing a limited amount of turns once main entrance is breached. 5.3 Defense of the deployment craft. Deployment craft should play more important role in the ground combat. It may not be abandoned. It must require protection. Aliens should seek to capture and destroy it. Once craft destroyed - there may be some penalties - no items recovered from crush, delay in returning to base, new craft should be constructed. 5.4 Aliens AI - For my taste closing distance with enemies is too easy. Lightly weaponed aliens should retaliate only at distance when hit is almost guaranteed. Hand-grenade throwing range should be cut to pistol-shot distance. Shock grenade - to guaranteed snap shot distance. (Shock grenade radius may be decreased?) 5.5 Capturing aliens. Capturing aliens should be a task himself. It must require planning and rewarded as a kill or even more. May be there should be a medal for it?! By my taste player should plan that in this specific mission a very special alien should be captured, for example - scientist or reaper. It may be required for research or as a bounty request from some country. 6 Team work. There would be nice to dedicate soldiers in the deployment troop to teams. For my taste a single team should be of 4 soldiers. Deployment craft should be capable to carry 2/3/4 teams. As far as I think about it - this is a tough proposition with a great potential to bring a special identity for the Xenonauts series. To expose the potential the following can be done: 6.1 Create team roles, according to the role team can have a goal. Completing a goal provide team member with experience can be invested into stats during training at base: 6.1.1 - common fight. Team goal is to kill aliens. In my vision it should contain two rifleman that keep frontline, gunner that suppress and soften targets and sharpshooter that finishes them. 6.1.2 - reconnaissance team. Team goal is to detect aliens, mission objects (collect mission objects?), save civilians. This team will require some equipment not yet exist in the game in addition to shields and secondary weapons 6.1.3 - UFO capture team. Team goal is to breach UFO and capture it. Team consists of shield carriers and shotgun fighters. Shock grenades and explosives are welcome. 6.1.4 - abductor team. Team goal is to capture specific alien (that is usually require clearing hostiles around it). Lot of stun grenade usage. 6.2 This feature will require screen in already existing layout [geoscape][base][research][manufacture][soldiers][store][armory][aircraft][archives] to manipulate with team organization and training there. 6.3 Team should be created as at the newly proposed screen. "Creation" of a team will require some time, otherwise teammate will get morale debuff. Teammates can recieve morale bonus from team leader in addition to the troop leader 6.4 This feature will require refactoring of the base armory screen to choose teams and not soldiers 6.5 Team role can either be selected at base armory screen or before mission at newly created craft arsenal screen 6.6 Team role (and equipment) can be changed from newly created craft arsenal screen (if all the teammates appear in the arsenal?) 6.7 This feature may require redesign of the deployment craft to use team structure in an optimal way. For example, Skyhawk. It is of 3x6 size and has wide door at back and narrow ones at sides. Can we change be of 2x4 size with narrow exits at sides? (Dead zone can be solved by last proposition) So the Dragonfly will be 2x6 with ide door at back and narrow ones at sides. And the ultimate will be 4x4 with exits to all sides? 7. Medals - good thing, but looks raw, here are my propositions: 7.1 following medals may have degrees - service medal, golden star, award for bravery 7.2 following medals may provide a greater bonuses - award for valor, award for courage, crux solaris, crimson heart 8 Training. It would be nice to have a separate training screen where training process may be visible and guided. For example, some soldier stats may be selected as primary and receive greater improvement then others. it would be also nice to select soldiers for training when there is no enough training room capacity instead of decreasing training efficiency. Anyway, in my eyes soldier progress should relate to its activity on the battlefield, but it be accrued at the base during training. It means that rookie never participated in the battle should progress slower then veteran that completed many mission goals. On the other hand it is difficult to explain why solder became stronger after exhausting combat. 9. Weapons. 9.1 Grenade launcher is funny, but I found it useless. Is it possible to replace it underbarrel grenade launcher? It also would be nice to have different types of shots for it - explosive, shrapnel (same effect as shotgun), phosphorous and shock. Laser rifles can lack of it, but it can be a good reason to use the accelerated rifle instead. (AFAIK there is a problem to convince player to run into this development branch) 9.2 It would be nice to have a reconissance drone (we are in XXI century, right?), same as Teledyne FLIR Black Hornet 3, sorry for advertisment. It should consist of control pad (secondary weapon) and some grenade size drones. Soldier can either move by himself, launch the drone, or control the drone (when drone moves TUs consumed for the operator too). Drone may have a limited amount for TUs (40-60). It cannot open dors, but can bypass windows (should the window be already brocken?) Can there be a larger drone with explosives/shock/smoke? Only a single drone can be controlled at once. There can also be a limit on turn the drone can be in air. 9.3 What about toxic gaz and fire grenade? 9.4 Can we get a law rocket? I hate those big drones. 10. Soldier inventory. 10.1 Idea of the belt is so attractive!!!! Belt should be able to carry a single secondary weapon (in addition to the secondary slot under the main weapon slot), pair of ammo clips (except machine gun ones). There should be an option to swap secondary weapons between belt and one being used. Manipulations with this slot should not take time, except of dropping item that should take a minimal. 10.2 Hemet slot. It would be nice to equip helmet with different accesories as long range visor/night visor/ rebreather. Any such module should not weight a lot. 10.3 Backpack slots. Maipulation with items in this slot should take a lot of time. Let say there can be 3 of them. Any one can be of following type: 10.3.1 Regular backpack. Should be able to carry a main weapon. Two (or three) slots of this type should be united in a single backpack of relevant size. Two slots should be enough to carry a body. 10.3.2 Armor plate - should be a heavy one 10.3.3 Jetpack 10.3.4 Special module for reconnaissance drones, it should carry 2 small ones and drone recharge device. Launching drone from this module should take less time. Soldier may be able to carry drones in a regular backpack and load them to this module. 11. Combat vehicle. For my taste X-Com and all its successor had poor mechanics related to combat droids. It is always better to bring a soldier instead, but can we get it in addition? If the craft was able to carry it outside and deploy it just before landing? My best regards
  2. Hello, dear developers, I played xenonauts and came up with ideas, but I do not live on this forum, but quickly overlooked other topics, I'm also bad in English, and probably even 3 dictionaries open in the browser, and a new Google translator will not help me , so sorry for the mistakes, and the repetition of other topics, let's return to the ideas. By the way, I am writing this text a second time since at the first writing I wrote it directly on the forum and the forum sent me to hell, and this text I decided in revenge to write in my native language and to pass it through google translator, tooth for tooth, although the game you still good. I do not care who copied xenonauts, but from whom xcom. Between xcom and xenonauts I choose xenonauts because there are less graphics, more pleasant texts, and, more importantly, more logic, and so, to the development of logic, many thoughts came to mind, some of which are not closely related, but in them in general, are aimed at, as for me, a logical extension of the mechanic. Well, I'll try to unravel everything without a chaos. 1 I propose the income of xenonauts from countries to be calculated by the formula [panic in the region] * [the regional leader's confidence in you] * [economic prosperity of the region] * [actions of the PR department] - [funds to competitors of xenonauts] or ([regional leader's confidence in you] - [panic in the region]) [[economic prosperity of the region] * [actions of the PR department] - [funds to competitors of xenonauts] similarly calculated income from firms 2 Panic in the region: increases when the UFO conducts operations, but does not decrease when the UFO is shot down, decreases with time, or under the influence of the public relations department. Have negative effect on economic condition of the region. 3 The confidence of the leader of the region towards you, the leader like the VIPs as a whole has a trust scale that is filled from fulfilling their tasks (sell equipment, perform a mission, or vice versa not to fly out on a mission), and for knocking down UFOs over their state. Decrease with time, but it will slow down if you are on good terms with their friends and will decline faster if you are in good relations with their enemies, if you are with a VIP-in a good relationship he or she will give less money as a reward for assignments than usually, but will give you a discount on purchases to his / her organization, will give more assignments and if this is the leader of the state then the funding will increase, the actions of the PR department can improve your relationship with a particular VIP or relations of VIPs among themselves, such as the rule the relations of the VIPs among themselves change once in a certain time in a random direction (with a slightly greater chance of being positive), and also constantly diminish. 4 If the mutual trust of VIPs falls below a certain threshold, and they are both governors of states, then they will unleash a war gradually mutually increasing panic in the regions, and also mutually reducing the economic well-being of regions, if one of the parties has nuclear weapons, then another the party suffers a collapse of the economy, and the average increase in panic (there is almost no one to panic). At some point (I just did not figure out how certain) the war is over and the economic welfare of one losing country is partially shifting the other. If one of the VIPs does not have a country in charge, but there is a firm, they simply reduce the economic welfare of each other, perhaps for some interesting algorithm, for example the USSR is not particularly interested in firms, and will not shudder very much from the termination of trade with them. 5 Firms (well, or corporations, call it whatever you want) finance xenonauts as well as the states, but by the beginning of the game in much smaller quantities. They also have their own VIP rulers, and just like states that ask xenonauts to share technology, they will also give assignments, but are located in the cities of capitalist countries around the world (well, obviously the vast majority in western Europe and North America). 6 The economic condition of the region is simply a variable that once a month grows (well, or fluctuates once a month in any random direction), and it will grow faster if a particular region will be able to access alien technologies, on which the financing of xenonauts depends. Similarly with firms, but they start with a miserable fortune, but also develop faster under the influence of alien technologies. 7 Why can not we make a profit from the sale of artifacts aliens, because we own almost a monopoly on this business, illogical, but the game should not turn into a Build 8 bases filled with workshops and a stamp body armor and foxtrot, until the money is handled 10^30 $ , and I have 2 ideas on how to solve this. For each sold unit of the product price falls, in addition, the price falls with time, so that you can get the benefit from the first ten bullet-proof vests, as soon as they were opened, or "something" rendered in a separate item, by the way the above described method and "something" it is possible, and even worth, to combine. 8 And "something" is a competitor to xenonauts, that is, firms that produce weapons, armor, equipment, maybe xenonauts will even buy weapons and armor from them, under competitors I also see another organization that will compete with xenonauts for funding, and the opportunity to shoot down UFOs, and even prey from UFOs. 9 The PR department is something between the laboratory with scientists and workshops with engineers, that is, this building is on the base So, the building on the base after construction, we go to a separate panel (for some reason it seems to me a violet room with a lot of typewriters (at first) and a cute girl at the head of the journalists' graves (seriously, at least one, no harm for game) or with a nice guy (the subject of gays is revealed ^ - ^) on the choice of the player), at which we can praise the victory over UFOs, take away views from the actions of aliens, solicit additional money, contact VIPs, reconcile them, receive additional tasks from them, denigrate competitors, distribute rules and behavior in the case of contact with aliens, for example, tell xenonauts the place where the ship fell, where they last saw an alien, run them to a xenonaut helicopter or hide in a corner in a house on the edge of the map, this will reduce panic among the population and will be useful on the battlefield. The department can also disseminate technology and information about aliens, the first on the economic well-being, the second will lower the panic (warned of armed), take the VIPs permission to put planes in VIPs country that will allow to fly further and return to the airport and then from the airport to the base, and I'm sure that this is not all that can be invented. 10 The strangest and not thought-out idea that I have in my head, can someone continue it for me, the possibility of choosing a style of play as a shadow organization, either open or completely open, but that's where my fantasy ended. How it will look in the gameplay, we distributed to the people of North Africa the rules of conduct in the case of contact with aliens ... in northern Africa, UFOs were seen, interceptors released, while interceptors flew UFO 3 times fired civilians, panic increased, UFO shot down, relations with the ruler of the region improved, your journalists chant your victory as a result of panic in neighboring regions, people calmed down somewhat, in northern Africa panic also slept but much more increased due to shelling and as a result, panic rose by, well, for example, 7%, and in neighboring regions fell by 5%. Our soldiers flew out, civilians indicated where the UFO fell (and if we had not spread the rules of conduct on contact, they would have wandered around). We collected artifacts, the US government asked them to give them a couple of corpses.We agree, the councils are slightly offended to compensate for this, we went to the PR department, organized a project on technology transfer, it took one scientist from the laboratory to transfer it and transferred here, in 3 days we shared with the USSR a project of bulletproof jackal, they started its production, and its price in the market fell, economic condition of the USSR rises. I hope it was informative further small ideas and small comments Why when we arrive on an open-air mission, everything is covered in a black fog of war, whereas in the helicopter in which we arrive there are windows and a large transparent cabin, oh yes, exactly, none of humanity sees anything further than 20 meters. And why when we shoot through a lot of obstacles the penalty is charged only for the biggest, and yes I understand that in theory they can overlap one another, but if they do not overlap ... but I've heard somewhere that you are transferring the game to 3D, this problem elegantly solved by building a truncated cone from the gun barrel, and the area of the plane of the cone from the side of the soldier is the more than its accuracy, the angle of the cone also depends on the accuracy and type of weapon, I hope you understood. You can still develop a little system on which if a soldier is killed then he has a 50% chance of survival, but he decreases if to cause additional damage, that's what I have thoughts on this issue, let's say our soldier has 50 XP, he was dealt a xenonaut 60 damage , he fell, he has a 25% chance of surviving, and every chance his chances are reduced by 10%, the aliens have completed the move - 15% are left, xenonauts have completed the move - 5% are left, 0%, he dies, but if he is rendered medical assistance then his chances of survival will cease to decrease. And in addition it is possible that as technology develops, a miracle ointment from burns opens, which even a living soldier added a 50% chance of survival, or in the case of close friendship with the leader of one of the regions, he will begin to supply you with a balm "golden star" (rumors are circulating that sufficient amount, and with the proper skill of the doctor, balm is able to restore lost limbs, but simply in everyday life a thunderstorm of colds, bruises, burns (!), cuts, food poisoning, liver cirrhosis and all other ailments) Another interesting feature was the unification of the dark and bright time of the day (and the weather, and I hope not dynamic), the point is that everything outside is illuminated but, but not in the room. In real life, you need to go very close to the window to see what is inside the room, and if the window is glazed, then almost at all close, as for me a good feature for implementation. By the way, I would like to see the possibility of expanding the base, let it be with the technologies, let's say the field is 8x8 but by start with unlocked 6x6 or 6x4, the extension will happen only after studying the technology extracted from the alien base, and some Also, interface for rearming soldiers seemed to me very uncomfortable, but I can not imagine how to change it, maybe it concentrates too much on one particular soldier and because of this it is difficult to understand in what state your team is now. A trifle that is very easy to make, a line on a strip of force that would show the threshold after which the soldier begins to get a fine to TU, a trifle and economize a lot of clicks. Descriptions of subjects are rather strange and sometimes not very informative, the most obvious example is the description of pistols where nuances of grenades are told, and the effect of a smoke grenade I did not see any of the declared ones, although logically the smoke should be a visual obstacle and hide everything behind it, you smoke does not even reduce accuracy, and in places there are no descriptions at all, I hope this will be corrected in the new game , and they will let the community write the translation. usually it's much better, especially if the community is not like me. Thanks to all those who read to the end, I doubt that there are many, waiting for adequate, and not very, critical.
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