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Assets not included/used in the release version


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At a quick look at the game assets I discovered that there were certain units/weapons and planes not introduced:

Saracen -plane

Destroyer class ufo

AK47

Flamethrower

rocket launcher? DHVR

Colossus armor

one of each research workshop and barracks historic progression backgrounds were skipped

nanotech workshop

particle turret

quantum cryptology center

quantum laboratory

training center! (that would have been extraordianary)

heavy and medium drones

xenopedia -alien alloy hardening

-alien comms array

Are there any plans for modders to reintroduce them in the game and give them rhe intended purpose?

The collosus armour has the sprite animation in the game assets?

Some animation with the the arriving squad drop pods would be so cool to have!

something like in this video at 4 : 43

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In the game

  • AK47 - any desert mission
  • nanotech workshop - if you get the base upgrade (attack an alien base)
  • background progression - if you get the base upgrade (attack an alien base)
  • quantum cryptology center - if you get the base upgrade and the alien comms array (attack an alien base)
  • quantum laboratory - if you get the base upgrade (attack an alien base)
  • heavy and medium drones - medium drones appear on terror sites only, heavy drones appear on battleships either enroute to a terror site or at a terror site.
  • alien comms array - attack an alien base
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Then Alien bases should be from the beginning of the game already established and their influence increased as the game progresses.

Also, in the old x-com: terror from the deep, there were ufos that attacked your base coming in very fast and that could not be intercepted.

That could be two ways of modding the game so it would be not possible to completing it without having your base assaulted or an alien base assault.

Edited by Grotesque
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cargo planes that would need escort would have been exquisite.

These assets were cut out before or after they received triple the money they asked on kickstarter?

Because to me it seems that some were cut just because someone wanted the game out ASAP.

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cargo planes that would need escort would have been exquisite.

These assets were cut out before or after they received triple the money they asked on kickstarter?

Because to me it seems that some were cut just because someone wanted the game out ASAP.

A couple of them were cut due to technical difficulties with implementing them, but the majority were cut because there really wasn't a place for them in the game. For example already have two aircraft that are completely skippable (Corsair/Fury) so I can comfortably assume the same would be true of the Saracen.

Cargo planes were cut after play testing. They are one of the many ideas that worked better as a theory than as a functioning game mechanic.

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I know the colossus and flamethrower/alien flamethrower were cut because the guy doing the animation for them disappeared.

Also the fact that someone can be led to believe so many assets aren't in the game at all really underlines how rare alien bases and terror missions actually are if you aren't overwhelmed in the air game.

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You may also want to take a look at this thread:

Feature Archive

The Breaching Armor idea was an interesting one. The current vechiles feel kind of unsatisfying so I tinkered with an idea for a mod. Basicaly you'd get vechiles only a bit later into the game but they'd be kind of mechas with pilots who'd have XP and so on. But I have neither the skills or resources to do it myself.

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A couple of them were cut due to technical difficulties with implementing them, but the majority were cut because there really wasn't a place for them in the game. For example already have two aircraft that are completely skippable (Corsair/Fury) so I can comfortably assume the same would be true of the Saracen.

Corsair plane was for a time the best plane in my fleet and without it I would not have resisted the UFO invasion.

As for Fury, yes its skippable. Without the destroyer and dreadnought class it has no purpose. I only used it for fun.

Cargo planes were cut after play testing. They are one of the many ideas that worked better as a theory than as a functioning game mechanic.

Any mechanic that makes player to delve in tough decisions is ok in my book. That is one of them. transporting precious cargo should be serious business. The fact that now the game does not even allow you to move scientists/workers says a lot about its complexity.

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Why are the opinions of players who actually tried the cargo plane mechanics less valid than your opinion, which is based on no experience with the mechanic at all?

Don't just assume everything was cut because everyone other than you who plays the game is a wimpy crybaby or because the devs are lazy.

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Corsair plane was for a time the best plane in my fleet and without it I would not have resisted the UFO invasion.

As for Fury, yes its skippable. Without the destroyer and dreadnought class it has no purpose. I only used it for fun.

Corsairs are useable, yes. But you could easily play without them and rely on Condors for killing air superiority flights if you wanted to, and Foxtrots for killing everything else. Marauders come long before Interceptors.

Any mechanic that makes player to delve in tough decisions is ok in my book. That is one of them. transporting precious cargo should be serious business. The fact that now the game does not even allow you to move scientists/workers says a lot about its complexity.

Here's the thing about the transport mechanic, all it did is make you wait 24 hours after you clear a wave to transfer goods with absolutely no risk. It wasn't a tough choice, it was a simple "Do you understand how Geoscape mechanics work?" check. It just punished new/bad players and didn't mean anything to ones that understood the game mechanics. That's why I say it's more interesting as an idea then a functional mechanic.

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Here's the thing about the transport mechanic, all it did is make you wait 24 hours after you clear a wave to transfer goods with absolutely no risk.

So the problem is not that UFOs that come in waves and are predictable, the idea is flawed?

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So the problem is not that UFOs that come in waves and are predictable, the idea is flawed?

I played around with an alternative to the wave mechanic in a mod. The conclusion I came to, along with those who tried it out, was that it didn't work very well as it rendered the geoscape game trivial.

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So the problem is not that UFOs that come in waves and are predictable, the idea is flawed?

If there was a reliable way to avoid losing your transports, then you would just do that every time (which removes any element of risk or choice). If there wasn't a reliable way to avoid it, then it just becomes a RNG chance to lose your stuff that you have no control over (which seems like it would be a bad design choice). This is true no matter how UFO spawns are handled.

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I played around with an alternative to the wave mechanic in a mod. The conclusion I came to, along with those who tried it out, was that it didn't work very well as it rendered the geoscape game trivial.

Tweaking the UFO health pool and making them unpredictable when their appear I think would make them a real threat in lower numbers. To reintroduce the transport mechanic by a mod at this point would involve changing other aspects aspects.

Good ideas will always suffer if another mechanic is already in place. Predictability is not a good idea.

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Tweaking the UFO health pool and making them unpredictable when their appear I think would make them a real threat in lower numbers. To reintroduce the transport mechanic by a mod at this point would involve changing other aspects aspects.

Good ideas will always suffer if another mechanic is already in place. Predictability is not a good idea.

I don't understand what you are asking for, mate. Obviously the game mechanics are there to stay and modding is the only answer if you are looking for something different. If you aren't happy with this it is fine, but continuously complaining or criticizing dev decisions won't change anything; the game was in development for years and there was sufficient time to raise all those points, discuss and test them in depth and reach a balanced decision that works for most players.

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If there was a reliable way to avoid losing your transports, then you would just do that every time (which removes any element of risk or choice). If there wasn't a reliable way to avoid it, then it just becomes a RNG chance to lose your stuff that you have no control over (which seems like it would be a bad design choice). This is true no matter how UFO spawns are handled.

I'm not sure that's correct.

Let's assume that the game can spawn UFOs at any time (and assume the rest of the game is balanced around that fact, for the sake of argument). Sending a cargo plane out therefore always carries with it the risk that a UFO will spawn and attack it in flight, destroying your cargo. To offset this, you can send planes to escort the transport while it is in flight, deterring UFO attacks or allowing you to defend the cargo plane.

This creates a risk/reward mechanic. On the one hand, you can choose to send an escort with your cargo plane. This protects your cargo, but takes your planes out of action while they're on escort duty, possibly resulting in you missing UFOs because you don't have the planes to intercept them. On the other hand, you can choose not to send an escort, but that risks your cargo plane being shot down. Which option you choose might be contingent on the cargo being transported. You could also make decisions between sending things in single large transfers (that you escort) or sending things piecemeal (which you don't, but which carry less cost if they're intercepted).

So, I do think it's possible to make a game out of it. Whether it's an interesting game is another matter entirely, of course (personally, I don't think it is, but YMMV and all that). And, in any case, for it to be worthwhile you'd need to redesign the game not only so that UFOs could spawn at any point, but also so that transferring resources is actually important (otherwise there's not a lot of point in having a complex transfer mini-game), both of which seem like rather large costs for a very minor feature.

Tweaking the UFO health pool and making them unpredictable when their appear I think would make them a real threat in lower numbers. To reintroduce the transport mechanic by a mod at this point would involve changing other aspects aspects.

Good ideas will always suffer if another mechanic is already in place. Predictability is not a good idea.

For sure, you could make it work if you made enough changes. But the question is: is the transport mechanic really worth all of those other changes? Personally, I'm not convinced that it is.

Edited by kabill
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I don't understand what you are asking for, mate. Obviously the game mechanics are there to stay and modding is the only answer if you are looking for something different. If you aren't happy with this it is fine, but continuously complaining or criticizing dev decisions won't change anything; the game was in development for years and there was sufficient time to raise all those points, discuss and test them in depth and reach a balanced decision that works for most players.

Your reaction is so childish and unfit, I don't even bother to give an articulate reply.

All I have to say is that I am sorry that I point out the flaws (in my opinion) of your beloved game.

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You've not thought your idea through - the idea of the wave system is to spawn multiple UFOs at once, so you have to make choices about which UFOs you send each interceptor after. If you have them appearing randomly, there's no choice to make - you just send your planes after the only UFO that spawns. Even if those UFOs are tougher, the gameplay is less interesting because there's less targets to choose from.

The only time it gets interesting is when UFOs randomly spawn simultaneously and you have to pick what target to fight with each jet...i.e. when the game creates a "wave" of UFOs through random chance. Therefore it's better to have the wave system where the choice happens every time.

People have told you that they've tried exactly what you are proposing before, and they have - you should really think about listening to them instead of just dismissing their opinions. Anyways, that's me done with this thread now.

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Your reaction is so childish and unfit, I don't even bother to give an articulate reply.

All I have to say is that I am sorry that I point out the flaws (in my opinion) of your beloved game.

I am sincerely asking what you want to achieve with this thread, if you need to point out things that aren't working for you - that's fine and you have already done so; everyone has such disappointments with Xenonauts, myself included. If I list mine you may find they are way more than yours, you are just being extremely vocal and it isn't going anywhere.

By the way personal remarks aren't quite the way to stamp up your intelectual superiority over the internet.

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I am sincerely asking what you want to achieve with this thread, if you need to point out things that aren't working for you - that's fine and you have already done so; everyone has such disappointments with Xenonauts, myself included. If I list mine you may find they are way more than yours, you are just being extremely vocal and it isn't going anywhere.

By the way personal remarks aren't quite the way to stamp up your intelectual superiority over the internet.

You just demonstrated that you don't have a clue what being extremely vocal on the forums implies.

And then you ask inept questions like "what you want to achieve with this thread" like the ultimate fanboy you say you're not.

Have I started threads demanding that the devs should rework game mechanics to my liking at once?

I've only stated what are the flaws in my opinion and what would have made the game more complex, thus better.

What I want to achieve with this thread?

Immortality.

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