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Congrats, devs - some feedback from a new player


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Dear Devs,


Some feedback from a new player after a playthrough. I have never played the original Ufo/X-Com games in the 90s nor Xenonauts 1 but both Firaxis X-Coms. And I absolutely love Xenonauts 2 already in its current state and I think that it has huge potential to become a truly amazing game. 


However, here are some observations/impressions/suggestions as to what could be improved going forward in my opinion:


•    Use of verticality could be extended (there are four vertical stages but most maps only use 1 or 2 of them) in terms of map design.
•    Cleaners require more background story and should “do” something
•    Certainly we need more “story” in the mid and late game
•    More versatility in terms of mission types (e.g. search and rescue, escort whatever) would be very beneficial
•    Obviously air combat needs a lot of love (but you know that already)
•    More versatility for weapons or introduction of weapon upgrades (e.g. scopes, bigger ammo magazines, more damage whatever)
•    More difference between soldier types and soldiers should promote more slowly
•    Perhaps have more than one research slot
•    UI: Improvements to the soldier bar would be fantastic (once I get to use 12 soldiers in the tactical battles due to the Dragonfly, it becomes very tedious to identify the soldiers. Please show small portraits or use color codes or role icons.
•    Civilian AI definitely needs improvement; usually it makes no sense what the civilians do
•    Some AI improvements in particular in terms of Alien cooperation/flanking/communication would be appreciated 
•    There is a lot a friendly fire even if the soldiers are standing right next to each other. Perhaps that should be reduced a bit.
•    Money – I really like how there is never enough money to finance everything and that I need to prioritize things. However, some fine-tuning is still required.
•    There should be (more) ways to reduce panic levels.
•    I am not sure what soldier training actually does (at least I see no progress from training). Perhaps, it would be possible to choose having a solider train specific skills?
•    The Grenadier should be able to use RPGs or an “actual” grenade launcher (that fires in an arc) 
•    Using a “normal” calendar rather than counting days?
•    Is there a way to transfer equipment/scientists/engineers between bases?
•    Fog of war could be improved
•    Perhaps I could choose on arrival of the dropship when the actual tactical battle starts (day or night)?
•    For night missions, there should be some additional gear such as night vision goggles


I am really looking forward to how this game develops going forward.


Thanks for making this great game.


BR,
titan1770
 

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28 minutes ago, titan1770 said:

•    Is there a way to transfer equipment/scientists/engineers between bases?
 

I agree almost entirely with your feedback - with this you can transfer equipment on the 'stores' screen - there is a button on the bottom 'transfer items'. 

Engineers/scientists no, you just have to hire new ones and fire old ones.  

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Training:

If you go to soldiers screen and hover over an attribute like TU or ACC you get a tool tip, also over the training facility I think.

The Mechanics are a bit involved. You get Progress points towards attributes from Doing things in combat (like Shooting at aliens, using many TU moving with near max load, etc.).

The Training facility also grants a few points per hour. the first 1-5 actual points added are 1000 progress points each, then it increases the total for higher points added above your max.

Over your soldier when you see the pluses from combat experience that is what those are added to character from the progress points they have earned. I think the "training points" are added into the combat experience points so when you get to the Threshold for any given attribute it gets another +1 and the progress points reset (I think extras overflow so if you go over by say 100 progress points they are put into the next level of progression.

So Training will help you along but only going out and actually doing stuff on the battlefield will really get your Attributes up to higher levels (Like 80+).

There is a tool tip trees you can find that shows how many progress points it takes for Attribute plusses. It reinforces that higher stats in the starting soldier will make it easier for you to get them up to those really high levels (80+). See Screen shot clip attached

X2PPdimreturns.png

Edited by Dren608
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Having played 1.28b and 1.29 to the bitter end I think I am entitled to offer an opinon.

First. with the common enemy being the aliens, there could be  a few more options. For example area defense.

 

Say, for example that you are in Morocco and those pesky aliens invade. The local army will fight them to the ends of their toelerance and ammo. Then xenonauts are asked to defend the eastern end or southern end or whatnot for say 17 rounds until reinfrorcements from northern morocco arrive.

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2 hours ago, Hapato said:

Having played 1.28b and 1.29 to the bitter end I think I am entitled to offer an opinon.

First. with the common enemy being the aliens, there could be  a few more options. For example area defense.

 

Say, for example that you are in Morocco and those pesky aliens invade. The local army will fight them to the ends of their toelerance and ammo. Then xenonauts are asked to defend the eastern end or southern end or whatnot for say 17 rounds until reinfrorcements from northern morocco arrive.

What if you started a mission controlling local forces. You're badly outgunned, but you have one objective: hold the landing site for x turns. If you do that, then the Xenonaut dropship arrives with your regular forces, and you take the fight to the aliens. Maybe a bit different from what you're suggesting, but it's what sprang to mind when you said "area defense".

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On 8/7/2023 at 5:17 PM, titan1770 said:

    UI: Improvements to the soldier bar would be fantastic (once I get to use 12 soldiers in the tactical battles due to the Dragonfly, it becomes very tedious to identify the soldiers. Please show small portraits or use color codes or role icons.

Color-coded soldiers on the battlefield - would significantly improve the management of soldiers and would save the player from having to repeatedly view each soldier, trying to find the right soldier.

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