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Xenonauts: Community Edition discussion


Solver

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Ah, I see - it was my shortsightedness talking then as I wouldn't like that area explored at all if it just applies the same morale system present for the Xenonauts considering it's likely to make the game easier. Although someone will probably prove me massively wrong by discovering a clever way around this!

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Easier is relative to other changes. Giving aliens morale events right now would make the game easier, but it could also be part of a mod that does other difficulty-increasing things to compensate. Or just make the game easier, yes. Having options is good.

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Last post before I go to bed.

Like all other damage types, it should be a feature of ammo type, rather than weapon as damage dealt is function of ammo, and this would make moraleDamage and loseAP unsual. This allows interesting combinations. You can have a tranquiliser gun which better reflects how a tranquiliser works by dealing some stun damage and AP damage. More exotically, you can implement a specialised Reaper "roar" which does short-ranged jump-scare morale damage. Now, moraleDamage and loseAp are currently expressed in terms of %AP/Morale. One of two ways to go with that - either set that as a fixed number or keep the percentage. I personally would prefer a percentage but I think that you may have to go with a fixed number, for several reasons. Firstly, it would confuse modders. Secondly, you have Androns, Drones and humans which have armour, who are protected from every other type of damage with it, but wouldn't be protected verses AP/Morale damage because it's deducted in a different manner which is inconsistent with how armour works. This leads to odd situations where you make a weapon like a tranq gun which is as good verses a metallic Andron as it is verses a biological Sebillian. This also helps to separate psionics, because it does damage in a unique fashion.

Hm. Let me give an actual example

<Weapon name="weapon.tranqpistol" bulletType="normal" emptySound="Empty Click 1">

<props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="15" reloadAPCost="15" reloadSound="Weapon Pistol Reload" reactionModifier="1.5" />

<SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1">

<Set1 ap="28" accuracy="45" />

<Set2 ap="40" accuracy="80" />

</SingleShot>

<GUIImage name="gui/weapons/pistol" />

<GroundImage name="grounditemimages/ballistic_pistol.png"/>

<Ammos>

<Ammo name="ammo.ballistic.tranqpistol" type="kinetic" damage="5" stunDamage="30" mitigation="0" apDamage="20">

<Projectile spectre="projectiles/bullet/bullet" speed="1500" showAfterDistance="60.0"/>

<Impact spectre="particles/bulletplume/bulletplume"/>

</Ammo>

</Ammos>

</Weapon>

A tranquiliser pistol may not be hot stuff later on when stunning elites, but you'd still use it to help slow them down as this would deduct 20 AP, nearly a fifth of their AP in a successful shot! At the same time, giving it a fixed value means that Androns would completely ignore it, as they should. Armour would have value.

Edited by Max_Caine
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Solver, are things like adding new mission types compatibility beyond your reach at the current point? Or entirely new tileset compatibility?

New tilesets are possible, though somebody else should draw the tileset masks over continents :) In fact some cool things are possible with tilesets. No comment on mission types so far.

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Solver, could also look into how easy it would be to add, or allow others to add, the unmet stretch goals from kickstarter? Im not asking for you to do them I just want an educated estimate since your the only that can. :P

Here they are for reference:

  • Military Base terror mission tileset (which should be possible when additional tilesets are allowed)
  • Tileset-specific friendly AI soldiers (Dont we already have this?)
  • Motion detector
  • Soldier Memorial screen
  • Vehicle combat experience
  • Pilot portraits & callsigns (Can someone also explain this one, outside of portraits I dont get what its supposed to be. Unique pilots who gain exp?)
  • Proximity grenades
  • Tall grass (And this one as well?)
  • Human psionics and blaster bombs mod
  • Techically not a stretch goal, but some adding some form of support for a flamethrower

And for good measure a Data/Charts/Graphs screen. Its all that Xenonauts is missing, for me, to be a total spiritual successor/remake to XCOM!

Edited by Foehammer343
Added flamethrower
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Solver, how about adding the number of kills for each xenonaut in debriefing screen? Fot KIA's you could display the career missions/kills. This would go a long way in replacing the the highly demanded but missing memorial screen.

Edited by Skitso
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I'd also like to see that in. I guess it allows you to get slightly more attached to your soldiers individually and track how they did. If you need a deeper reason it would also give you tactical clarity over how well exactly different roles did for you in plain numbers, especially for new players who still find it hard to distinguish different soldiers and/or didn't pay close attention during the course of the mission.

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It's all about personality and stats. Players want to know things like who killed what and how, shots fired, distance walked, pints of blood lost, wounds taken, time spent in hospital, buddies saved, buddies lost, time spent crazy, time spent in therapy, PTSD disorder type.... because stats are the closest you're going to get to personality for Xenonaut soliders, and personalities such as Josh Eales count. Seriously, if you did something like.. I dunno.. if you had a text file full of one-liners and randomly assigned a quote to every solider, you'd be adored for giving Xeno soliders more personality.

EDIT: A better example would be if each solider was randomly and secretly assigned a buddy when recruited, and if the buddies of any dead soliders were only revealed in the debrief screen, that would have a profound emotional impact even though it doesn't have a gameplay element because of that little bit of personality peeking up.

Edited by Max_Caine
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Yeah, more stats would be good. Helps one to bond with the 'nauts. How about putting in the kills and mission counts into the GC equip view (like we already have in M'nauts)? I'm pretty sure that it would meet with universal approval. It's in here.

Also, Caaygun started a thread a week or two back (here), which has some requests in, in case you've not seen it.

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Im looking for a simple variable that let the armor affect more than strength, for example "BoostAP=20" add movility to that kind of armor.

Done :) New possibilities include: armor with mobility-enhancing servomotors for extra TUs, armor with a sensor array enhancing reflexes, and armor that plays Two Steps from Hell in the helmet to enhance Bravery.

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I must be missing the obvious, why do people want kills in the debrief screen?

I really think it adds to the general attachment to your units and helps keeping track on who is hot and who is not. Also, when somebody dies, seeing that he/she is a 40 mission veteran with 70 kills just makes you feel that much more miserable. I think this (and all other seemingly unimportant statistics) is actually really important for a game like Xenonauts.

Edited by Skitso
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Is it possible to add crash site functionality for shot over water UFOs? Could provide basis for a new generic GC subtype and I'm sure the master of Oppressive modding could come up with something scarily good for underwater missions!

(Applause for the enhanced armor functionality!)

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