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Found 4 results

  1. There might be training later in the game. If not, rename this to just Personnel? More importantly, would it be possible to include that useful character class tag that's now visible on the Soldier Equipment page? There's potential for letter overflow, but there's likely some spare space in the Armour and Status fields. EDIT: Knew there was something I'd forgotten. Ability to change armour on this screen would be useful if you've just rotated the injured people off the dropship and need to reissue their armour to their replacements.
  2. Mine can't decide on rose or green blusher. I keep trying to tell them it doesn't matter, but they will argue.... *ahem* Sorry. How is your squad composed? Mine is like this: Tier 1 Harry the Hunter (who's a terrible coward and runs away from all the aliens when it spots them) Rocket-gal (I always give the rocket launcher to a girl. It's more awesome that way) Rocket-gal jnr. (who vies with Rocket-gal for the most kills) 2 LMG guys. 1 Rifle guy. Mr Shotgun, or the Man With No Fear Tier 2 Sammy The Scimitar (who's ever so brave and always there for a buddy) Rocket-gal (now with added extra rockets!) 2 Scatter Lasers 1 Laser Rifle (aka The Scout. Boink!) 1 Precision Laser (G'day!) Mr Carbine, or the Man with Even Less To Fear I don't usually go beyond tier 2.
  3. With Xenonaut roles within the game, I was thinking about what the soldiers were essentially used for. I’m keen to see the final part of the game still contain a number of viable roles for the soldiers. An issue with similar games is that there is an optimal set of equipment. Fortunately this is something the devs said that they are keen to avoid too. Of course, soldiers may move between roles as the game/ squad requirements progress. Here’s a breakdown of what I came up with. Primary Roles [TABLE=class: grid, width: 640, align: left] [TR] [td][/td] [TD]Assault/ Rifleman[/TD] [TD]All purpose role, providing mission flexibility. Interchanging between assault rifles and shotguns as required.[/TD] [/TR] [TR] [td][/td] [TD]Breach Specialist/ Shock Troop[/TD] [TD]Penetrating UFOs/buildings to establish bridgeheads. Breach shield and pistol standard.[/TD] [/TR] [TR] [td] [/td] [TD]LMG Support Gunner /Pigman[/TD] [TD]Increased, portable, firepower over short to medium range providing suppression/ cover fire.[/TD] [/TR] [TR] [td] [/td] [TD]Heavy Weapons/ Rocketeer/ Anti-Tank[/TD] [TD]Long range destructive/ anti armour capability.[/TD] [/TR] [TR] [td] [/td] [TD]Incendiary/ Flame Unit[/TD] [TD]Close to medium range controlled burning and incendiary penetration.[/TD] [/TR] [TR] [td] [/td] [TD]Recon/ Scout[/TD] [TD]Exploring ahead of main force, providing intel & targeting. Use of maximum APs through lighter equipment preferred.[/TD] [/TR] [TR] [td] [/td] [TD]Sniper/ Marksman[/TD] [TD]Long range precision shooting.[/TD] [/TR] [/TABLE]
  4. After playing the new XCOM: EU I came to love the fact that you could have specialized soldiers. I don't necessarily agree with not having a choice on what you get... but maybe you could train a batch of soldiers and see what they are "gifted in". IE: if someone has a medical aptitude they could go to a med center to train up their medical skills.... or another person sniper school.. and on and on. I just think something like the above could add an interesting dynamic to the game while keeping the core the same. People who have to choose more on the type of soldiers they are bringing to a fight and makes them think more on the types of weapons they use. Just my two cents. Keep up the great work!
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