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  1. 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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