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NO For Magical UFO Buff


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The idea of giving magical stats to UFO when you send more interceptor is very lazy and wrong balancing method ever. This is arbitrary, this is cheating and this is non-sense. You can't punish a player if he just uses what the game offers him. I don't know why you did think this is needed and a good idea at all. 

You balanced it at X-1, many modders made it more balanced and more fun, and god knows at X-Division, we made it balanced with 200+ UFO's.. we never needed a magical buff for UFOs. We added unique weapon designs, as you did which is a good think at X-2, we add tougher ufos and gave them good escorts as the game developed.

You can rise the difficulty as player gets better for whole game wise but not at tactical level like this. This is not realistic, not logical. Really why would a UFO suddenly get tougher if you send one more aircraft. Did you ever ask this question to yourself? At a realistic alien invasion simulation game?

Edited by drages
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7 hours ago, drages said:

The idea of giving magical stats to UFO when you send more interceptor is very lazy and wrong balancing method ever. This is arbitrary, this is cheating and this is non-sense. You can't punish a player if he just uses what the game offers him. I don't know why you did think this is needed and a good idea at all. 

You balanced it at X-1, many modders made it more balanced and more fun, and god knows at X-Division, we made it balanced with 200+ UFO's.. we never needed a magical buff for UFOs. We added unique weapon designs, as you did which is a good think at X-2, we add tougher ufos and gave them good escorts as the game developed.

You can rise the difficulty as player gets better for whole game wise but not at tactical level like this. This is not realistic, not logical. Really why would a UFO suddenly get tougher if you send one more aircraft. Did you ever ask this question to yourself? At a realistic alien invasion simulation game?

I'm not entirely sure about this mechanic either. It just punishes the player who sent multiple aircraft with a stronger ufo, which is an odd design choice.

However, the tactical benefits could be interesting. In X1, sending in three condors or three foxtrots was always the superior option than sending in a marauder. It was one of the main reasons air combat got boring later in the game. Three foxtrots can destroy every single landing ship and battleship with no issue while one or two marauders don't deal with them as well even though they are a much higher tech level. The corsair had gotten a irrelevant really fast because you can just make more condors for cheaper. This new mechanic could change that balance for the better. 

"Realism" has always been a touchy subject for me. I always prefer the gameplay benefits out of a mechanic than it being more "realistic". I don't think that X2 is being advertised like a realistic simulation game anymore, and I think that is a good thing. We are talking about a game where a super secret government organization only gets paid millions of dollars, only receives rookies, only has a small handful of scientists and engineers, fight against aliens that are at least hundreds of years more advanced than us (that's like Napoleon attempting to defeat the modern U.S. military, there is no chance of Napoleon winning), and the aliens conveniently send in their weakest foot soldiers and ufos first before sending battleships many months later. Realism is not a big part of this game, and is not the most important part. 

I'm willing to wait a week or two to see how the mechanic works in-game. Speculation like what we are doing here does not accurately reflect how a mechanic would work in-game. If the mechanic just proves it is annoying and frustrating, then it can be tested and then removed. If the mechanic has merit but still has issues, it can be tweaked for a better experience. This is a beta test after all; the whole point of a beta test is to test potential game mechanics and give feedback on how to improve them. 

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We have to wait and see. Very cool Things are in X2 implemented which weren´t possible in X1.

Yes X2 is still in the Buildup-Phase and it´s good so. We will test it first and see then.

In X1 (which I have played too before a little and tested some Mods too) I haven´t noticed the Feature with the UFOs get stronger when you send more Fighters. Could be interesting to see the Difference between the both Titels.

On the ohter Side I can understand your Fear that it get unballanced, not winable etc. But I trust the Devs (otherwise I wouldn´t Test the Game from Beginning on with all up and downs in the Beta-Versions) to know what they are doing.

The UFO ET-Row is going the normal way with R & D and Gamestages from the Easyest to defeat UFO Step by Step to the Hardest to beat one. It´s not an Secret that the UFO-ET-Row get Refited to the new Feature-Era too with Maximum speed, Manpower, Modders etc.

The Founders & Main-Beta-Testers trust the Devs from Goldhawk and if we can do it, you all can do it too. X1 is good but outdated, X2 get much better. And that getting better is absolutely nessecarry.

Edited by Alienkiller
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