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The strategy of the game. Concept.


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are you talking about xen 1, xen 2, or both? I find that all the projects have some use or utility that makes them worthwhile, and it is pretty easy to tell which ones lead to what kind of technology (with the exception of some of the alien weapon researches in xen 1, sometimes it's hard to tell/remember which weapons are needed for plasma weapons and which are needed for mag). 

although in xen2, there are a few research projects that don't lead to very much. That has more to do with stuff not being implemented yet than it actually being a game balance issue. 

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oh, you mean that this isn't a critique of game balance, but just a suggestion. I see. 

I don't think that would be a great idea. Getting research projects that actually do nothing of value but to confuse the player doesn't feel like something worth adding. That's one of the various flaws of the xcom: ufo defense, giving you lots of research projects with the majority being completely useless. 

 

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There are practically no gambling elements in the game. Even tactical battles do not cause the excitement of battle, everything is so predictable there. There should be a lot more uncertain situations in the game. For example: a player needs more chances to die from a single shot. Etc.

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Unloading soldiers from the transport, at the beginning of the mission, is a rather risky and stressful stage. But due to the fact that the variety of transport in the game is not large, there is a small number of tactics (tactical diversity) associated with the deployment of soldiers on the ground.

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Komandos, the important Beta-Testers play it from the first playable Beta on. There the important Beta-Testers, Devs and Freelancers exactly know what need more Balance, Bugfixes, Upgrades, Reworks and Refits. On that Parts from our Reports the Devs and her Freelancers work every day.

Naturaly the wishes / suggestions from the Community get discussed sometimes hot, sometimes normal. To give the Community an easy to learn and easy to come in Game the Devs and after a lot of testing the Betatesters (and some of the Disussions were in the near of Flame-Thrower-Zone) decided to use some Elements from the Predecessor with a lot of Refits, Reworks and Upgrades. That Discussions came up after the planed and long testet Concepts from the Kickstarter-Version couldn´t make balanced playable with Bugfixes, Upgrades and Reworks.

1. Base-Managing-Concept (everything there get new Graphics and WIP-Elements will get new Grapics; new Features are testet already for better using from Scientists / Engeniers; hopefully that Features for some Buildungs [which are very important Features since XCOM 2 showed what is possible with that] get assistance from Scientiests / Engeeners and not used reserve Soldiers again)

2. Airfight-System-Concept (everything there get new Elements to make the manually fight more impressive; some additional Elements are planed to integarte)

3. Base-Buildung-Concept (that the Community decided with absolutely domincance; everything there get new Graphics / Adjustments and WIP-Elements will get new Graphics and Adjustments)

4. Geoscape (there many important new Features get testet out; some of them get implemeted already with different cool Missions; and others are hoped to come back again like Outposts where some more Managing Concepts with Scientists / Engeniers etc. can be done)

5. Ground-Fighting-System (everything there get new Elements to make the Fights maximum impressive; that System get Refited, Reworked, Upgraded and Bugfixed a lot of times; the Fighting-System get done now and a lot of Maps; there are some Maps left wich are in the last big WIP-Phase to get the done Status)

 

The Community / Modders from the Predecessor have a lot of Influance in the Buildup-Process to Xenonauts 2. That Elements get already implemented (Suits with flexible Upgrades, full Standard-Armors with flexible Upgrades, full advanced Armors with flexible Upgrades, full flexible upgradeable Support-Vehicle [MARS]; later an more advanced one Support-Vehicle [ARES], flexible upgradeable Fighter-Jets, upgradeable Base-Buildings and so on), which were not possible in the Predecessor.

As well as direct Game-Rivals (like XCOM 2, UFO ET-Series or the important 4 older X-COM-Games [Enemy Unknown / Terror from the Deep, Interceptor with the hidden Alien-Gun in Orbit, Apocalypse with the Alien-Homeworld] have a lot of Influcence to Xenonauts 2. That best Elements are influenceing Xenonauts 2 too in the Development from beginning on.

With that the Devs, Freelancers and Main-Beta-Testers are trying to make a balanced Game with that Features / Elements. It´s the Balancing Bruce Lee did for his Jeet Kun Do. The same all main-involved Persons do here for the Game without using usless / gamedestroying Ideas from the Community.

Edited by Alienkiller
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1 hour ago, Alienkiller said:

The same all main-involved Persons do here for the Game without using usless / gamedestroying Ideas from the Community.

Do you think that if the player gets the opportunity to make a choice on which transport to send soldiers on a mission, it can make the game less interesting and diverse?

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35 minutes ago, Komandos said:

Do you think that if the player gets the opportunity to make a choice on which transport to send soldiers on a mission, it can make the game less interesting and diverse?

Depending on who you ask, it definitely will make the game less interesting and diverse. Upgrading the dropship is only something that happens a couple of times in the game, which adds a lot of impact once you actually get the upgrade. If there were many dropships that you acquired all the time, then such an upgrade will have very little impact.

There is also the issue of developer time, as each dropship takes a lot of effort in order to rig.

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2 hours ago, Kamehamehayes said:

Depending on who you ask, it definitely will make the game less interesting and diverse. Upgrading the dropship is only something that happens a couple of times in the game, which adds a lot of impact once you actually get the upgrade. If there were many dropships that you acquired all the time, then such an upgrade will have very little impact.

If the effect of "the less the better for the player" really worked, then it would work on weapons. But the game provides a lot of new weapons. And even more weapons will be added to the game by the players themselves with the help of mods.

I saw in the screenshots of the Xenonauts 2 game about 3-4 vehicles of the initial (starting) level. This transport has already been drawn by artists and tested in the game. It only needs to be added to the final version of the game.

 

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