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Showing results for tags 'realism'.
I was a huge fan of Xenonauts 1 and saw it as a shining light after having wasted countless hours trying in vain to love the terrible excuse for a game the new XCOM was. My only comment would be to remove the "Hidden Movement" feature and maybe add a little more control as far as screen rotation during the enemy turn. It adds nothing to the game and only serves the purpose to detach you from the scenario by essentially turning off the screen completely during the alien turn. One of the things that the newer XCOM games did right (and by that I mean one of the VERY FEW things) is the sense that during the alien turn you are constantly watching the screen in case something happens. Even though you already know the screen will zoom to any movement in actuality, you still can't help but watch. It adds a sense of depth and immersion while you're waiting for the aliens to move instead of just turning off the screen and saying "Ok, now wait for your turn." Thoughts?
Would it make sense if a soldier who fired several consecutive shots at a stationary target (or even one that didn't move that much), would get increasingly better accuracy with each shot they fired? Logic being that you pop off a shot, see where it hits, and then correct your aim based on that shot?
The pistol in game looks like the m9 its magazine capacity should be 15, not 12. The sniper rifle looks like some kind of HK rifle, of the G3 family, magazine capacity should probably be 20. The machine gun looks like an m240 or one of its predecessors, 50 rounds in a belt is very low. 100 or 200 would be better. I hope that real world equipment will have real world values. Thanks.