ninjaed13 Posted June 9, 2012 Share Posted June 9, 2012 Hi! First off I don't know if this has been brought up before, there are 400+ threads in the feature suggestion section, I am not willing, nor do I have the time, to check. So my idea is something along the lines of a flare or throwable light or maybe even a throwable motion detector. The idea behind this is that no one likes it when your best man goes through a door or into a new area and BAM he is dead. With this useable item you could basically check an area for threats before exposing yourself to them. Any comments or ideas? Please share your critizism. -Ed Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 9, 2012 Share Posted June 9, 2012 The motion detector as an item is one of the now not achieved stretch goals on the kickstarter. We may see it yet though! It depends how much we bribe Chris to do it Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 10, 2012 Share Posted June 10, 2012 Flares are already implemented and are added to your inventory automatically when you start a night mission. As Max says the motion detector may make it in as well but no final decision has been made on that. Things like the combat shield and heavier breaching armour suits should lead to less risk if you use them properly (and once they are added into the game). Quote Link to comment Share on other sites More sharing options...
ninjaed13 Posted June 10, 2012 Author Share Posted June 10, 2012 K thanks, I have been away from xenonauts and this forum for ages, comp broke, so I wasn't even aware there was a kickstarter. Quote Link to comment Share on other sites More sharing options...
Corporal Hicks Posted June 10, 2012 Share Posted June 10, 2012 But that would kill the suspense, no? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 10, 2012 Share Posted June 10, 2012 What would? The breaching armour would be tougher but probably a lot heavier with reduced visual range/arc so wouldn't be much use for other aspects of combat. The combat shield is likewise heavy and cumbersome and will likely not fit in your pack so your only options are to carry it in one hand with a pistol (or other one hand item) or abandon it on the floor to use a bigger weapon. Having a couple of people along using the specialist breaching gear may make the breach slightly less risky but they would be less able in other parts of the mission. As long as they don't take all of the risk away they give you a choice on what gear you take. Think of breaching gear as bomb disposal gear, great at its job but you wouldn't want your whole team wearing it. Quote Link to comment Share on other sites More sharing options...
Swe_Racoon Posted June 10, 2012 Share Posted June 10, 2012 I would, just because it would make them all look like the Michelin-man. Aliens would probably die from severe laughter attacks. That or I want a team of Big Daddies. Win-win either way, methinks. Quote Link to comment Share on other sites More sharing options...
Commissar Pancakes Posted June 10, 2012 Share Posted June 10, 2012 Why not just blow the wall down, subtlety be damned? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted June 10, 2012 Share Posted June 10, 2012 Because ground based weapons can't penetrate the walls of the UFO's I imagine. Quote Link to comment Share on other sites More sharing options...
Commissar Pancakes Posted June 11, 2012 Share Posted June 11, 2012 Was talking about general buildings. UFOs...I just chuck wanton grenades in there and damn the power core! Quote Link to comment Share on other sites More sharing options...
Betuor Posted June 11, 2012 Share Posted June 11, 2012 Just drive the HWP up close to it and shoot a missile. It'll blow up the power core and kill the aliens. Quote Link to comment Share on other sites More sharing options...
MacGyverDTH Posted June 11, 2012 Share Posted June 11, 2012 There is one thing i am missing in xenonauts. In the original UFO you had two buttons "next soldier, this soldier is not finished for this round" and "next soldier, this soldier finished for this round" (see picture) Why don't you use this buttons in xenonauts too ? I used this buttons all the time in the original UFO. Or did i just not see this buttons in xenonauts ? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted June 11, 2012 Share Posted June 11, 2012 There are no such button in Xenonauts. I think there is a reasoning that since you got all those soldier bars above the UI panel you don't really need it to the same extent. You can just look at the bars and see which soldier still has AP to spend. But I'm not sure. Quote Link to comment Share on other sites More sharing options...
Commissar Pancakes Posted June 11, 2012 Share Posted June 11, 2012 Those two buttons were mainly for easier solder navigation (seeing as how the UI wasn't exactly that friendly). Today, we can better make use of space and produce more intricate UIs that still have a simplistic ease in their use. Quote Link to comment Share on other sites More sharing options...
Safe-Keeper Posted June 12, 2012 Share Posted June 12, 2012 May I add a suggestion of my own rather than adding a new thread (don't want to clutter the board more than neccessary)? I left my Hunter in "fire mode" when I hit End Turn, and when the next turn started it was still in "fire mode", and when I tried to select a friendly soldier... one machine gun volley fired at close range, one Xenonaut dead. Could you make it so that if you leave a unit in "fire mode", it'll be back in "movement mode" when you start your new turn? Maybe there could be a safety feature of sorts too for when aiming at friendlies? Such as having to click twice instead of once? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted June 12, 2012 Share Posted June 12, 2012 That sounds more like a bug then an intended feature Safe Keeper. Quote Link to comment Share on other sites More sharing options...
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