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Some more feedback


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1. The idea that I have to produce pistols one by one, but I get free airplane missiles and gun is absurd. IT would make far more sense for it to be opposite, since those BIG guns would be far more resource and time intensive. Actually, the MOST sense would be for you to have to produce everything - all aircraft weapons included!

 

2. Missiles should have ammo and a fire cooldown. 2, perhaps 3 missiles, depending on missile. Naturally, aliens should have their own missiles, at least the fighters. Some balancing changes would be required. Perhaps even more missile types. Right now, the offerings are poor. The torpedo doing less damage than the regular missile, but stripping armor doesn't sit well with me. The closest analogue to the torpedo in Xenonauts 2 would be the AIM-54 Phoenix, and it vaporizes whatever it hits. Big missile = longer range and big boom. So I'd propose a shorter range, light missile (you can carry more of them), and a medium range missile (more powerful, longer ranged, but you can carry less)

As for torpedos, they are loooong ranged and you'd have two - one that is designed to strip armor and one that just does insane damage.

 

3. The first time I actually met a hazmat cleaner was in the mission to destroy their main base. From the beginning I've been fighting aliens. So the progression is kinda whack.

 

4. Aliens jumping from single UFO to 3 is too big of a jump. Start with one escort, because when two flights of 3 fighters start terrorizing a continent on the other side of the globe, you can do nothing about it without re-locating every single fighter you have there, an it still won't be enough.

 

5. More destinctions between weapon types (laser/plasma/ballistic). Upgrades to keep all famailies useful and competetive.

 

 

6. Selling stuff with actually being able to choose which nation you sell it to. And depending on how much you sell, allies on the field might be get better armor/weapons.

 

7. For crying out load, please make civilians LESS suicidal. Every mission I see them running INTO the ufo to be gunned down.

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If it's the priority, "high realism" generally makes bad gaming experiences. It's usually the diametral opposite of what players consider "quality of life" features. Like having a squad stash for ammo, meds and parts in JA3 - it's unrealistic, but works really well and streamlines gameplay.

Having to produce individual missiles (would you like to manufacture each individual round for the interceptro cannons too? and manage those being able to get restocked?) would require an insane amount of infrastructure, engineers, cash, in-game time and micromanagement by players, whether it's keeping production going on numerous bases or constantly transfering items from a production facility to each radar/interceptor base. Neither of the two is feasible for a satisfying gameloop. Your resources (time/money/personnel) are already scarce and way better allocated elsewhere. 

In short, I do not suppose that is what most players would want to invest this amount of time on, nor do I think it would be fun to play. 

Air combat and NPCs are scheduled to get reworked.

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4 hours ago, Wont Tell said:

Having to produce individual missiles (would you like to manufacture each individual round for the interceptro cannons too? and manage those being able to get restocked?) would require an insane amount of infrastructure, engineers, cash, in-game time and micromanagement by players, whether it's keeping production going on numerous bases or constantly transfering items from a production facility to each radar/interceptor base. Neither of the two is feasible for a satisfying gameloop. Your resources (time/money/personnel) are already scarce and way better allocated elsewhere.

 

No. Not ammo. It should work like guns do.  In other words you'd get missile with 2(3) charges and you'd go back to base to re-arm, just like a gun does. OR you could have each missile be produced individually. But resource balancing have to be take into account.

Either BOTH need to be produced or NONE need to be produced. They half-half system feels random and senseless.

 

The problem is that infantry and aircraft are on a completely different scale of cost and resources. A rifle costs a few thousand tops. A missile? A rotary aircraft canon? An airplane? In any realistic scenario, for the price of ONE airplane you could equip an entire battalion of soldiers. In this, with completely opposites scales and costs (small squad level vs army level, at which aircraft operate), a realistic balance is simply not possible. That does not mean aircraft weapon should be free. Sure, their cost would be laughable compared to what is should be, but it already is, so its fine.

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"Realistic" weapon prices for missiles would make shooting down UFOs prohibitively expensive. That simply wouldn't work. And putting manufacture and distribution on top of that would render the game near unplayable. 

Producing individual infantry weapons on the other hand emphasizes the importance of each weapon - and on top of the monetary value, it takes time. 

You seem to be comparing retail, mass-produced rifles to the bleeding edge prototypes of never-before used technology which get manufactured in the game. Even in the real world, you won't get a company to build you a dozen gauss rifles for "a few thousand tops" per gun. And certainly not in a few hours per rifle. This would cost millions and take years.

As reminder: This is a game :)

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