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My 13 suggestions


frangfrank

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1. the effect of the stun grenades must be reduced, these are much too strong! A stung grenade should only be able to prevent an aimed shot.

2. soldiers should hit better at the beginning of the game, the hit effect should be reduced in return. An alien should withstand 4-6 hits from an assault rifle at the beginning.

3. new spaceship type small scout: one to maximum three crew members, so that a 8th squad has any chance at all at the beginning, when 4-6 hits on the alien are necessary.

4. mission 1: Test the firepower and defensive equipment of the aliens and deliver a report (no soldier should die).

5. mission 2: Take an alien corpse: Take an alien corpse and escape from the superior firepower of the aliens (only makes sense right after mission 1, of course).

Mission 3: Alien Abduction: Capture an alien and escape from the superior firepower of the aliens (only makes sense after mission 2).

7. alien defense campaign should last three to 5 years; rebuilding alien technology every few days is unrealistic.

8. reapers/cutters should be deadly (again) without exception.

9. lasers and gauss weapons were brought into the game way too early, plasma weapons could be skipped in early access at all.

10. aliens have grenades in their backpacks, but don't use them - > change needed.

11. more colors for the alien bases -> see "UFO Enenmy unknown".

12. The air combat should be turn-based.

13. The landing ship should be an air target of alien ships. To avoid being shot down, the landing ship should be given the option of an emergency landing with automatic cloaking net.

 

 

Edited by frangfrank
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  • frangfrank changed the title to My 13 suggestions
  • 5 weeks later...

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