Jump to content

Fix dropping weapons at the start of mission


Recommended Posts

In Xenonauts 1 you could carry way more than your soldiers can move with into battle then drop it instantly so you have a stockpile of meds/ammo/grenades just in case. I don't know if this was intended or not, but either way I would like one of these changes to be implemented for the new game, at least to make it more consistent:

  1. Include a dropship inventory as in the original XCOM
  2. Include a crate with unlimited supply of some items. Maybe 5 consumables of each non-unlimited type from base, unlimited consumables of each 1-tile unlimited item (ammo, frags), 3 ballistic pistols, 2 medkits, and 1 riot shield (if it's planned for X2 lol).
  3. Make the encumbered TUs in the dropship last for the whole mission, even if they drop something.
Link to comment
Share on other sites

I recall there was some urge to get away from the cheese tactics of bringing everything along to the mission, or even having a skyranger inventory. If you can bring everything, then you will bring everything, and there is no element of advantage/disadvantage decision making. Whilst I agree with that principle, I also like the idea of everyone bringing a one-shot rocket launcher to clear a path out of the landing zone. Essentially, if your soldiers are running back and forth to the dropship, then gameplay suffers. 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...