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General Air Combat Balance / Improvements


Chris

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Too much to list. Therefore the Devs (and they have seen the unflexibilitys from Xenonauts 1) are making Xenonauts 2 and we Crowfounders (Main-Testers) finance it.

In the List from Xenonauts 1 are the Airforce, Missions, Vehicles, Armours, Storyline, Combats and much more.

 

Edited by Alienkiller
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1 hour ago, Alienkiller said:

Too much to list. Therefore the Devs (and they have seen the unflexibilitys from Xenonauts 1) are making Xenonauts 2 and we Crowfounders (Main-Testers) finance it.

In the List from Xenonauts 1 are the Airforce, Missions, Vehicles, Armours, Storyline, Combats and much more.

Give me an example so that I understand what you mean by using the word "inflexibility". 

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After reading your responses Chris, I have a new point altogether. You talk about armour shredding and other armour-related features, which made me realise I didn't even consider armour to be a separate thing. I know it is, I see the number, but the way it works has been completely non-obvious to me so I mentally treated it just like additional HP for UFOs. If upcoming changes make armour more important, the game will also need to explain it much better.

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That was the Problem in the preview Betas (up to V 20 / 21 or so) before Armor get seperated. It works perfect now.

The including combination from Armour and HPs was the big Failure in Xenonauts 1 and the first playable Beta-Versions for Xenonauts 2. There you had to much real Healty-Loss about getting Angry in every Battle you fought.

 

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