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X-Division 0.99 Ideas Discussion


drages

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Hi Ppl..

I started for X-Division 0.99. This will be the last version and after this released and bugs/balance handled i will fire it to the mod sites as 1.00..

Please tell me your ideas.. what should we need more?

The topics at my mind are:

- How to make the terror and base defence missions more exited? What should be their periods? Difficulty?

My solution is to giving special units with special gear even with possible new manufacture material for unique techs. The period is in my mind about per 3 week or monthly. Same to base defence but there is problem that it can be happen to any base..

- Less xenonauts weapons but more useful.

As i noticed from the feedbacks, i cant make use of some weapon types like heavy pistols. There is reasons because not working game aspects (TU damage which lowers enemy TU at next turn). So i will bring the "update" idea of weapons. You will update your own weapons to their Armour penetration versions.

- Planned longer game play

X-Division is long but the geosphere progress is not planned by me. Its a slower dynamic ufo spawns from Kabill. I will make this a planned timeline. Rather then having 3 phase of ufo spawning, every ufo will spawn after a period, very ufo will open new things. With this i will control the terror and base defence missions.. they are so rare now as you know.

- Totally Replaced Air Fights

Missile/Torpedo based fights rather then head to head cannon spawns. Anti-rockets weapons and decoys will be in play. I dont count special huge one shot cannons and independence day style suicide runs..

I dont count all other touches.. here is "i got an idea" place. Tell me ideas, experiences, what should stay, what should change..

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Overhauled money system for .99. Make salaries realistic based on the Cold War time period, and base-building cheaper where it makes sense. For example, hangars should be really cheap to build and maintain. The real cost should come form the things inside. The four-bed med bay should only treat four people (but treat them faster to compensate). I shouldn't need to have my engineering team on standby with vehicle cannons to manufacture to stay afloat. I suggest you look at the Building and Salaries Overhaul for inspiration. That is my request.

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I would suggest reducing the grinding for resources to reduce play time. For the same reason specialist aliens should be encountered in a more predictable fashion. XCOM games offer long playing hours anyway due to their high replayability. By making a single game longer less players will be willing to play it again, IMHO.

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I think the grinding can work if the resources received are reasonable and the missions are fun, engaging or have purpose.

I think once there is nothing new or something going on the fatigue of "grinding" sets in.

I remember with my superman ironman game with final mod in openxcom( which lasted in game years to build the confidence, experience and equipment for the final mission) that there is "grinding" but it is not that bad because research needs to be done to be able to fight the other types of aliens and that requires one to take the odd difficult mission to get the tech one wants, for example with the implementation of the MiB faction(a human group that fights with the aliens) mod in final mod I know I can't take their bases unless I have laser tech as their tanks just have too much armour to attempt risking a squad-wipe on.

Another example is fighting gazers(another alien forces mod integrated) which have very good resistances to everything except plasma and lasers which again one just leaves unless one doesn't know or wants to take the risk.

For fun, I recall there being bases built like a fort outside where human-hybrids would be and would be armed with the stuff civilians would have( aks, rpgs, human grenades, pistols and hand cannons) and there would be a lot of them but when one has armour it feels like the reversal of power and a mission which acts like a "break" between all the hard missions.

Anyway, seeing from what drages said about the UFOs each having a series of specialized tasks on the geoscape that can add some life into the game when three phase ufo changed as it would add an element of unpredictability, thus increase replayability.

Ultimately I believe that the inclusion of new aliens and mission types is probably the easiest way to add time but it is the most difficult to implement or even do.

An idea, if there isn't something implemented or thought of already( and give credit to those that have thought of it) is making the final mission a research tree in itself and I have no idea how that can be tied to manfucatured goods but to build the device that then allows the final mission to take place - this then can tie into setting the equipment to a special mission type (for example taking an alien fortress for materials or something). The details for balance in this case can be discussed as I doubt this would be an idea agreed by everyone.

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Overhauled money system for .99. Make salaries realistic based on the Cold War time period, and base-building cheaper where it makes sense. For example, hangars should be really cheap to build and maintain. The real cost should come form the things inside. The four-bed med bay should only treat four people (but treat them faster to compensate). I shouldn't need to have my engineering team on standby with vehicle cannons to manufacture to stay afloat. I suggest you look at the Building and Salaries Overhaul for inspiration. That is my request.

Very good idea. I am waiting for CE 0.33 for building overhaul. Kabill wil make the default starting base layout softcoded so i can make my own sized buildings from beginning. For example i want 2x2 hangars but default layout make them collapse in eachother. But i will look to that mod and remake all the salaries.

I would suggest reducing the grinding for resources to reduce play time. For the same reason specialist aliens should be encountered in a more predictable fashion. XCOM games offer long playing hours anyway due to their high replayability. By making a single game longer less players will be willing to play it again, IMHO.

I dont know which X-Com you are talking about. But if you talk about the original ufo one, it has no replay value because everything was linear. But we liked the style so we played for long years. X-Division is a "long" mod. So trying to make it shorter is not the goal here.

The presence of experts Aliens questioning which unlocks new weapons plasma lasers, etc. on each ship/

For example Androns responsible for plasma .sebillians for lasers, etc.

Its already so. You get energy weapons from caesans, kinetic weapons from sebillians and vehicle-armour things from androns.

I think the grinding can work if the resources received are reasonable and the missions are fun, engaging or have purpose.

I think once there is nothing new or something going on the fatigue of "grinding" sets in.

I remember with my superman ironman game with final mod in openxcom( which lasted in game years to build the confidence, experience and equipment for the final mission) that there is "grinding" but it is not that bad because research needs to be done to be able to fight the other types of aliens and that requires one to take the odd difficult mission to get the tech one wants, for example with the implementation of the MiB faction(a human group that fights with the aliens) mod in final mod I know I can't take their bases unless I have laser tech as their tanks just have too much armour to attempt risking a squad-wipe on.

Another example is fighting gazers(another alien forces mod integrated) which have very good resistances to everything except plasma and lasers which again one just leaves unless one doesn't know or wants to take the risk.

For fun, I recall there being bases built like a fort outside where human-hybrids would be and would be armed with the stuff civilians would have( aks, rpgs, human grenades, pistols and hand cannons) and there would be a lot of them but when one has armour it feels like the reversal of power and a mission which acts like a "break" between all the hard missions.

Anyway, seeing from what drages said about the UFOs each having a series of specialized tasks on the geoscape that can add some life into the game when three phase ufo changed as it would add an element of unpredictability, thus increase replayability.

Ultimately I believe that the inclusion of new aliens and mission types is probably the easiest way to add time but it is the most difficult to implement or even do.

An idea, if there isn't something implemented or thought of already( and give credit to those that have thought of it) is making the final mission a research tree in itself and I have no idea how that can be tied to manfucatured goods but to build the device that then allows the final mission to take place - this then can tie into setting the equipment to a special mission type (for example taking an alien fortress for materials or something). The details for balance in this case can be discussed as I doubt this would be an idea agreed by everyone.

OpenXcom is a game which totally remade for ultimate mod support. Xenonauts didnt come to that line yet. Modders got many issues to stop them. Some of them just because hardcode, some of them its not clear that what we can do or not. Even Kabill, who is probably one of the best geosphere/ufo editor, noticed that he cant add any ufo which can spawn ground combat, to the game..

Final mod of xcom is a mod which includes about 80 mods.. X-Division is coded/visual edited/balanced by me and some heroic ppl for lame but long editing and lore writing.. But the good news is now i nearly dont do anything wrong at coding :)

There are tons of wishlists in front of the CE codders, which most of them are mine.

For a total serious new style of gameplay needs extra ufos, extra missions, extra races/creatures and extra base/places. Some of them can be done now, some of them in future with CE coders and some wont be able to do.. Long game needs more "UFO" with ground combat. I dont count scouts, i got only 5 ufos.. -5-.... i need at least 3 more..

Ray i created the "the special needs of weapons against special races" fact with resistances. There wont be any special missions but i will give a reason and threat for base defence and terror missions. The thing is everybody's game style is different.. some ppl cant move on with the X-Division diffuculty, some ppl finish game with 2 base..

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My ideas:

1) You should remove Xenomorphs and replace them with anoter type of melee alien (maybe the Viper from XNT), or adding more ceasan to replace the Xenomorphs

2) I'd like more planes (just like XNT 6.0) and stronger UFOs, every plane with it's pros and cons

3) You should implement Istant Granades Mod

More ideas incoming...

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My ideas:

1) You should remove Xenomorphs and replace them with anoter type of melee alien (maybe the Viper from XNT), or adding more ceasan to replace the Xenomorphs

2) I'd like more planes (just like XNT 6.0) and stronger UFOs, every plane with it's pros and cons

3) You should implement Istant Granades Mod

More ideas incoming...

I think you should play more.

1) Xenomorphs and Vipers are the same. Just their names are different.

2) I got that planes already, much more then XNT..

3) I will see for that that..

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I understand and was using openxcom as an example for things, but am not expecting the same as I am aware that there are plenty of barriers that prevent that level of additions and a tremendous amount of work for the other aspects that are clearer because of the way the game was made.

I was mentioning the resistance in the context of there being one or two specialised opponents and these specialised opponents were optional to tackle and not part of the grand scheme as much- almost like a scale for personal challenge- likewise the hybrid people example was for the other side providing something different and a diversion from the grind. Again, this is not something that I can imagine easy to do and am just saying it as something as an idea to break up the perceived "grind".

If I had apply that logic to X-division, I would think of perhaps a corvette or landing ship having special forcesn, which you have developed, on board during a landing- now the player can fight these spec. Ops. Guys but if one choses not to fight one doesn't lose too much as corvette or landing ship isn't as bad a loss(if it is possible to warn the player on landing) compared to anything above it. On the flip side, having the same concept with non-combatants and specialists on board for an easier battle perhaps interrupting alien base construction on alien outposts as the aliens are not expecting a x-division landing, I don't know.

The new nerfs seem to make the game a lot easier, I still need to fight a gc with massive ships though so I can't speak too soon though.

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Your ideas are nice. I thought about giving them a special ufo too, but i need to able to add new ufos even its same.

I will keep this idea and will wait what Kabill and other CE coders will able to add to game. If they softcode adding new ufos which can land or fall for GC missions, MOST of our problems will be handled. It will open countless of ways to improve the game.

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Here are some ideas about adding new aircraft classes to the game.

1) In the present Awacs makes little sense but this can be amended.

- You could remove all radars (or highly decrease their range) from ordinary aircrafts. You can even try to decrease base's radars range. Then it will be possible to use only Awacs and the like to detect alien bases and other alien ships outside your base's radars. But I don't know whether ordinary aircrafts will lose sight of pursued alien ufo with small radar range.

- Moreover it is possible to make panic constantly increase over continents, which are mostly not covered by your radars. And as a way to decrease panic to send there from time to time Awacs-like aircrafts on patrol missions (even if they don't find any ufo there – people will be more calm). It is also possible to improve speed, radar range and fuel tank of Awacs-like aircraft via new research projects.

2) The game have airstrikes – it is very convenient. I think it could be improved by additionaly adding the possibility to make airstrike manually with more useful materials recovered. It may be done via new class of bombers which will flight to crash site and eliminate Ufo. They also could bomb landed ufos to turn them into crashed ones. They could attack automatically without fights but they will be very vulnerable to alien ufos in the air.

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@Stem panic and funding is hardcoded, as is the airstrike mechanic. However, if we are to rival the money we get from hitting a crashsite, then we should buff the air-strike payout. As a light scout mission gets you 125,000 minimum, but air-striking it pays only 25,000. However, radar ranges are small enough as they are. With a three-base game you always have to cut out bits of areas (for me it's always the south that gets the bad end of the deal. Half of Australia, the Cape of Good Hope, and southern Chile/Argentina). And given costs of this game, you can't do much more than a three-base until late game.

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Stem panic and funding is hardcoded, as is the airstrike mechanic.

I only suggested my ideas. I agree with you that some of them may be difficult or even impossible to implement. I'll leave it for modders to decide whether they can/want to do it or not.

However, if we are to rival the money we get from hitting a crashsite, then we should buff the air-strike payout.

It is also possible to give some alien alloys/alenium if you do manual bombing (as for alien interceptors) or decrease slightly panic. And also it would be nice to bomb landed ufos.

However, radar ranges are small enough as they are. With a three-base game you always have to cut out bits of areas (for me it's always the south that gets the bad end of the deal. Half of Australia, the Cape of Good Hope, and southern Chile/Argentina).

For current balance radar ranges are OK, maybe even a little high. Your base radars (from 3 bases) will cover the most part of the ground. Also you can allow up to 4 contries to leave project, in this case even 2 bases with radars will be more than enough. I had another situation – until late game my interceptors frequently didn't have enough speed/flight range to go after ufo which was far from my base but visible to radars.

I am trying to make more use of Awacs aircraft – I like it, but in the present state it has no sense (maybe only in the very beginning of the game). Some people simply sell it. In my game I have discovered all alien bases outside my borders by using ordinary interceptors. They do have small radar range, but they flight a lot on different routes. Maybe make alien bases visible only to Awacs radars, but I think it is even more difficult to implement. Such aircrafts could also be converted to a something like satellites (as for implementation it may be an airplane with very slow speed, very high tank capacity and small detection rate from alien interceptors, otherwise it can be eliminated before you manage to do anything).

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I don't think you understand, you CANNOT tie in bombers to air strikes without tempering with hardcoding. It's a basic gameplay function: air strike removes mission on-click and grants a money bonus. That's all the script does. The "ground interceptor" of the dropships fires the start ground mission script, and then you get alloys and such from the end of the ground mission. The only exception is for exploded ufos. The in-game explanation is that the nations of Xenonauts carry out the airstrike. Plus, the fighter detection isn't a percent, is simply range and proirity of fatigue (I think, I may be wrong on the second part). And the AWACS is useful even in late game. As I said, in three-base game you have the southern open, and quite a bit of the unpropotionally large North America. Because the game treats a Mercador map as the actual image of the world... No Xenonauts, GREENLAND IS NOT THE SIZE OF AFRICA. Not even close.

It's possible, but if drages here has to go into hard code then it'll be a LONG time before we're ready. Games don't like having hardcoding touched.

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Hi Ppl..

- How to make the terror and base defence missions more exited? What should be their periods? Difficulty?

My solution is to giving special units with special gear even with possible new manufacture material for unique techs. The period is in my mind about per 3 week or monthly. Same to base defence but there is problem that it can be happen to any base..

>>>>

Is it possible to make...

- terror sites a double-decked? Mean 1st level and after clearing it - second? maybe metro, or stores or ets, where aliens place, for example, some swarm-reproductive parasites that would be lefted after they go out and that would make 100% mean of tactical nuclear strike if xenos fail, because of uncontrolled parasite spreading?

In other cases i can't see the global means of nuclear strike against 10-30 aliens in terror-)))

+ wished to have more civs in terror in case it is city and it is terror! Don't make them die i 1-3 round all

+ maybe some spawn of them (for the idea of time-operated missions when you need to make something for special turn numbers or something bad would happen)?

- making like-terror sites: attacking a governmental center (defend some or special civs), or support goverment army base (defend its center, + launch not in its center as is, but near secondary entrance, when the main entrance is stormed by aliens and your aim is to come in fast (aliens are everywhere and will try to prevent you from help, when the main aim is downstairs and most priority is to prevent the base from blowing|killing the special general-civ-scientist-engineer that would be after not only + to relations, but +some research boost to now studiing research, now done constructions, some exp to soldiers, someextra funding from that nation for just 1 month)

+ making 2-3 level bases too (but where the highest level is "land"?

- implement "civil disorder" or "civil heresy" making some civilians "possesed" by alien dread, maybe even making some people-like alien supporters (via cultists), that in terror missions aim aliens at xenonauts, help them as anti-xenonaut civ forces, or operates as land support groups.

- in tactical missions gaining an ability to "call reinforcements" of civilian forces for money if you have agood relations (but the problems where they must spawn and how they need to move i think are great to do that...)

- different "main aims" in terror missions that specify the result ratings.

for example: kill aliens in x-turns, defend as more civs as you could, secure special place|civ, destroy special thing or special alien (commander or special looker or special alien spy-agent, or intel-service allien chief or cultist-leader) that would "leave" the area after some turn when they count the operation as success (planting bad thing, killing civ number, turns from start, personal encountering the xenonauts+x turns).

For example about aim "Defend the civs". It mean that last dead civ trigger the result: you lose completly even when all aliens cleared. Defend special places-markers, special civs-markers is same.

Making that special-civ a playable by you to move and act i think is very hard.

Or maybe other thing - "Hold xturns", "kill aliens for xturns", so it would be run-time missions, but not ust sit and wait for good shot (not only real one runend-game mission for time run-))).

ps, i doesn't know how now looks like the problem with recapturing the lost territories that halted funding, but if it could be made a trigger to reverse that territory to basic level, than i think it could make more sense about civ-base-cultist theme.

+ making more separated areas (so mean that you loose not all soviet union, but its part and could recapture the part by storming base of aliens, or cultist base in that region that by itself make % decree of all region funding.

that would make a beauty thing about having civic bases|government territories which need to recapture. Storming the xenonaut-like rebel bases as invaders... ahhh-)))

and btw... maybe aliens that storm your base doesn't destroy it for some time... and you could recapture it?

- Less xenonauts weapons but more useful.

As i noticed from the feedbacks, i cant make use of some weapon types like heavy pistols. There is reasons because not working game aspects (TU damage which lowers enemy TU at next turn). So i will bring the "update" idea of weapons. You will update your own weapons to their Armour penetration versions.

>>>>

mortar, give me galactic super-mortar!-)))

but i think its all ok here.

- Planned longer game play

X-Division is long but the geosphere progress is not planned by me. Its a slower dynamic ufo spawns from Kabill. I will make this a planned timeline. Rather then having 3 phase of ufo spawning, every ufo will spawn after a period, very ufo will open new things. With this i will control the terror and base defence missions.. they are so rare now as you know.

>>>>

the spawn and periods are nice. Maybe lets look not at periods, but at differend "mass-progress"? For example. 1st spawn gives 3 ufo that cost 300 "points", second - "400", and ets. when player resolve spawn effectively (get its points in most - none ufos escaped or by tactic resolve ratings or else), for example, having overal 1000 points, he charge the next level in auto. Before he can't - new period doesent start, spawns just vary and aliens "doesn't feel big threat" from the ground and geoscape losses.

+And that spawn could vary 300points-400-700-500-200..., so player could take some rest, or they could be cumulative to some number (1000) so he could make progress smooth.

+And player must resolve fist wave of next period with maybe 25% its effectiveness to be able to get all its stuff, or get somelike 1/2 period stuff where most other ufo fleet is from last period, but in more greater numbers. Somelike hitting the "alert" notification protocol that start mass alien theme-pre-period activity because of feeling the threal-))) (ah, they feel our warmth!).

Its is to big idea, as i see... but you asked for ideas, yeah?

+As an idea at a whole... i wished to have a storming-like land fights, where civ forces act as active participators-attackers too.

Like storming a rebel|cultist base, a land level of alien base (civs forces help here), but as i know its a special coding, that need to give to civ forces a command action button like: stand ground, attack, flee and ets...

+wished to have vailla X-com psi...but as i know its not so possible (how funny it was...yeah). Where you can take under control only minded creatures (xenomorfs, machines, androns, reapers and possesed by reaper - not).

+make a special "clone-camera" in tactical fights.

that clone camera in maybe big|med ufos - or in big ships just more vary|numbers of them, could "spawn" a special|basic|terror alien at some turn period.

So like to refilling the alien numbers in the field. Maybe in med ships its - lesser xenomorphs, in bigger even soldiers (so putting that camera in armory and let it be-))) That make speed storm more meaningful or making optional destruction of special places in super-ufos more prioritised.

But that number doesn't up the basic number of aliens in the field at the start of action or even more - basic number of aliens of that type. So if there are med crash site and from seb group alive where 4/10, so it could spawn at 10nd turn +1 only if there are became 3 of them and trigger of turnd begin to count only from the moment it became so.

And they spawn just with basic weapons and without armor or so. Plus not to be unlimited, it must have some spawn limit (for example for alive-spawened are 1x1 (clone-camera holds a second body with mind-copy) of that type or number of spawns already fixed in counts (like 3x times), so that would mean adding +1 camera would double the addon alien refilling or other type).

That clone camera could be aim in terror missions, where it could spawn some fearsome parasites or monsters, that are too big or too dangerous to sit in ufos and really couldn't be or very hard to be resolved in even close to end periods... like that dragon)))

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maybe addon of skitso mods too?

femonauts, improved tile art pack, Alternative Rank Insignia, Skitso's Improved Tree Stumps, Skitso's improved containers, Skitso's Sleek AI Turn (Removes Hidden Movement)?

kabills maps? his Hold the Line! - A Morale and Psionics Mod?

Soldier roles in minibars, Time Units First

of llunak?

Replacement clipboards for base screens

of Gauddlike?

Khall's More Portraits?

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I know this has never been thought of before, but I'd really like air support to make ground missions easier.

Hear me out.

In modern combat (I suppose even in 1979) we have close air support, be it from A-10s or attack helicopters.

I'd like to be able to "summon" such help from these aircraft to soften up the enemy and make ground combat easier (of course, it can be rebalanced to fit).

I suppose that a Xenonaut operative have to operate a certain weapon-like item like an IR designator as an easy workaround to being able to do this.

As for the close air support craft, I suppose you'd need to have at least an interceptor with sufficient cannon ammo and fuel lingering at the site (or send another craft) on-site to do this.

What do you guys think?

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Double terror sites would be great :), such as in metro areas once you clear out the surface you descend into the sewers for some close combat the aliens last resort is to set up multiple plasma bombs underground and blow the surface sky high as an attempt to insight terror you could simply overlay new textures into an alien base mission to make it look like sewers even the hidden passageways and it would be fitting as the aliens would likely rather blow up the underground which would ensure that you'll have no chance to recover the ufo unless you hunt them down.

Suicides? I imagine that some aliens could carry plasma charges and if they are surrounded they rather detonate themselves instead of being captured or killed and take a few of your soldiers with them, as referenced in the casein interrogation when handed a pistol and asked to kill itself it complied.

Is their any script to prevent soldiers from running into fire or stun smoke when they panic? rather annoying when they rush into an open field of flames and burn to death before you can command them to leave, either that or their left with 1/4th their health once you gain control of them again.

The beta AI is pretty intuitive I was taking down andron's when one ran into an outcropping where I could neither effect him with grenades or weapons fire, he just patiently waited and killed my units as they walked inside and no instances of turn spamming would get him to come out of his hiding spot.

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I know this has never been thought of before, but I'd really like air support to make ground missions easier.

Hear me out.

In modern combat (I suppose even in 1979) we have close air support, be it from A-10s or attack helicopters.

I'd like to be able to "summon" such help from these aircraft to soften up the enemy and make ground combat easier (of course, it can be rebalanced to fit).

I suppose that a Xenonaut operative have to operate a certain weapon-like item like an IR designator as an easy workaround to being able to do this.

As for the close air support craft, I suppose you'd need to have at least an interceptor with sufficient cannon ammo and fuel lingering at the site (or send another craft) on-site to do this.

What do you guys think?

Airstrike idea is cool and can be done like Max said. But there is a problem about balance. Aliens are at space. If you have airstrike, they can use Ion Cannon like COmmand and Conquer style :)..

This is discussed by many ppl and i think its overpowered too.

Double terror sites would be great :), such as in metro areas once you clear out the surface you descend into the sewers for some close combat the aliens last resort is to set up multiple plasma bombs underground and blow the surface sky high as an attempt to insight terror you could simply overlay new textures into an alien base mission to make it look like sewers even the hidden passageways and it would be fitting as the aliens would likely rather blow up the underground which would ensure that you'll have no chance to recover the ufo unless you hunt them down.

Suicides? I imagine that some aliens could carry plasma charges and if they are surrounded they rather detonate themselves instead of being captured or killed and take a few of your soldiers with them, as referenced in the casein interrogation when handed a pistol and asked to kill itself it complied.

Is their any script to prevent soldiers from running into fire or stun smoke when they panic? rather annoying when they rush into an open field of flames and burn to death before you can command them to leave, either that or their left with 1/4th their health once you gain control of them again.

The beta AI is pretty intuitive I was taking down andron's when one ran into an outcropping where I could neither effect him with grenades or weapons fire, he just patiently waited and killed my units as they walked inside and no instances of turn spamming would get him to come out of his hiding spot.

Double terror sites needs a good recoding. Is it impossible? I think CE coders can handle it but it would need huge amount of work.

Suicide squads is always at my mind. A Melee drone can handle this problem. But i think game AI would be very good at this and you will lose many without having change to defend yourself. Why? As i see at Melee AI tests, AI knows how to hide and strike. If i create a drone like this, it will hide himself from your LOS until you are its walking and detonating range. So if you cant kill it with reaction shots, you will be catched for %90 and annihilated :P.. Nice terror idea anyway.. I can add this to my special terror squad.

Panic and running soldiers are one of the biggest problem at game and ppl are working on it both CE and game devs.

As i said before, AI knows how to hide.. even i dont want them to hide so much.. Sometimes they act smarter then me :)

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What happens when the alien is given a reaction skill of 1 and the lowest possible health? Would it be almost guaranteed that reaction fire would proc?

Its not about health but your remaining TU and your weapons reaction stat. But if the enemy got very poor reaction, yeah its like you said.

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Please can you tell me your feeling about the additions at X-Divisions.. Like "i am fine with that many vehicles", "there is much more weapons then i needed", "i realy dont care about this ******"... you got my point..

X-Division is not for having tons of things, its for ma enjoyment.. ofcourse everything is not for everyone.

I want to make the game richer but not with necessary things.

I will bring the "Update old weapon with new ones rather then 100s of them same time" mechanic, but the game dont replace manufacture of the old one and replaced one so i dont have an option to make a "one manufacture per one weapon". So this ends with a global update manufacture.

You wil research the update tech, you will get a manufacture, you can call this prototype or stock.. after manufacture you will get another ghost research which will be finished after 24 hours and the weapons will be updated with the old ones. You will have unlimited of that weapons.

I can make this per weapon but its a bit nonsence and it will take much place at manufacture list, so i will go for branchs, maybe 1 step or 2 step with advanced types..

I am planning 3 or 4 branches for ballistic and energy weapons. Some weapons for incinerate and chemical..

I will try to make the game for more then 1 squad. So unlimited weapons will help this.

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