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Hi I have some ideas

1) in cleaners story add possibility of getting same stuff from Xe1 like armors, weapons, plane, tech or other ---  this unique stuff can be used by player, but you can not be get it in another way but in the special missions stuff can be used by player, but you can not be get it in another way but in the special missions.

2)- in cleaners story add possibility to capture soldiers who can be "healed" and enlist to  yours squad.

3) brings locker feature in helicopter to replenish ammo, granades, or take new weapons.

4) bring locker in the map to get same rare stuff like money, local hidden weapons, documents - if locker in not opened the stuff inside will be lost at the and of the mission (locker maybe place manually in the selected by map creator places ( or by script -- we have 8 places for lockers in the map the map creator made script which choose one or more lockers to be place the stuff inside could be random in not vital missions and not random in vital missions).

5) in the night missions it would be great to have night vision gogle

6) bring camo feature which decrease soldiers visual by enemy (it would be camo kits, masking mesh at the biginning and more sophisticated later when we discover how enemy see/perceive) if it is not possible so please made at least, that soldier in snow map will have white armor/appearance/clothing and in forest green and so on.

7) made weapons to be customizable  -- by adding possiblity to add to them scope, or better scope, laser sight, larger magazine ... it will change weapons characteristics.

At the final stage of the game weapon and soldiers could be integrated like in predators (movie) :)

8) allow to protect your transport helicopter by fighters

9) allow to bring to map more than one transport helicopter -- every group should be mark like heli bravo, heli alpha .. and you can switch which group you need or by click directly the soldier) I know it requires rebuilding maps  -- or maybe if it can not be done to add second landing site, so maybe there is easier solution -- some stuff (like weapon crates even MARS) can be dropped by parachute close to landing site, this stuff could be transported in one of your fighters slot like additional fuel tanks.

10) get feature to select by you what will your soldiers train (strength, accuracy, courage, psi power...), you can focused what your soldier feature must be improved as quickly as possible and the training focuses on it, of course there is also general training.

11) base defense allow player to choose only 16 soldiers/stuff despite he has more, so bring group system like I have mention above or allow AI to control this soldiers like in mission map AI control allies (AI strategies will be adopted {choosed by player} - defense, where soldiers will have a defensive attitude and will rather avoid fighting, i.e. when they discover an alien, they run away, neutral, where soldiers do not avoid fighting when they see an enemy, they shoot to kill, finally offensive, where your soldiers look for an alien in groups.

12) As the game progresses, you are given tools to replace weak human organs of you soldiers with artificial ones. This improves soldier stats above 100. At some point you can even produce human-looking robots like in the Terminator movies, lets named it T-XE1,T-XE2... :),The robots would be excellent in combat, but they would not be able to improve their statistics (or maybe they would learn?) other than by replacing parts with newer ones, and they would not have PSI powers.

13) If you have more Artists so please made space craft, base of every aliens species visually unique. -- Additionally, the same applies to their equipment and weapons.

14) Call for help - If you think that you cannot cope with a given mission because you may suffer loss of life or even lose. In this case, you can call for support from the regular army in the global mission window, for which you must pay in cash. In such a case, computer-controlled allied military units appear on the map. The size of the units depends on the amount of money you are willing to pay. Perhaps in such a case, allied tanks could also appear on the map. Let's say 4 options - minimal support, standard (medium) support, high support and ultimately -- give everything you have the best. This adds an additional challenge - the regular army must also modernize as the game progresses. Progress of course? should be lower than yours.This imposes another challenge - a regular army must be attack-oriented, i.e. seek out and eliminate the enemy, not hiding from the enemy.

 

 

 

 

 

 

 

 

 

 

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11) The maximum number of soldiers in base defense mission is 30. You can change it in the ...\Program Files (x86)\Steam\steamapps\common\Xenonauts2\assets\assets\xenonauts\template\strategy\masters\strike_teams\default.json

To this:

{"_min":30.0,"_val":30.0,"_max":30.0,"$type":"Xenonauts.Common.Components.Item.InventorySlotSize"},{"$content":[{"$content":"Crew","$type":"Xenonauts.Common.Components.Item.AircraftSlots"}],"$type":"Xenonauts.Common.Components.Item.InventorySlotTypeComponent"},{"$content":[],"$type":"Strategy.Components.Aircraft.StrikeTeamSlotExclusionPositionsComponent"},{"$content":[[0.0,0.0,0.0],[0.0,0.0,1.0],[0.0,0.0,2.0],[0.0,0.0,3.0],[0.0,0.0,4.0],[0.0,0.0,5.0],[1.0,0.0,0.0],[1.0,0.0,1.0],[1.0,0.0,2.0],[1.0,0.0,3.0],[1.0,0.0,4.0],[1.0,0.0,5.0],[2.0,0.0,0.0],[2.0,0.0,1.0],[2.0,0.0,2.0],[2.0,0.0,3.0],[2.0,0.0,4.0],[2.0,0.0,5.0],[3.0,0.0,0.0],[3.0,0.0,1.0],[3.0,0.0,2.0],[3.0,0.0,3.0],[3.0,0.0,4.0],[3.0,0.0,5.0],[4.0,0.0,0.0],[4.0,0.0,1.0],[4.0,0.0,2.0],[4.0,0.0,3.0],[4.0,0.0,4.0],[4.0,0.0,5.0]],

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On 10/17/2023 at 4:19 AM, Marian said:

Hi I have some ideas

1) in cleaners story add possibility of getting same stuff from Xe1 like armors, weapons, plane, tech or other ---  this unique stuff can be used by player, but you can not be get it in another way but in the special missions stuff can be used by player, but you can not be get it in another way but in the special missions.

2)- in cleaners story add possibility to capture soldiers who can be "healed" and enlist to  yours squad.

3) brings locker feature in helicopter to replenish ammo, granades, or take new weapons.

4) bring locker in the map to get same rare stuff like money, local hidden weapons, documents - if locker in not opened the stuff inside will be lost at the and of the mission (locker maybe place manually in the selected by map creator places ( or by script -- we have 8 places for lockers in the map the map creator made script which choose one or more lockers to be place the stuff inside could be random in not vital missions and not random in vital missions).

5) in the night missions it would be great to have night vision gogle

6) bring camo feature which decrease soldiers visual by enemy (it would be camo kits, masking mesh at the biginning and more sophisticated later when we discover how enemy see/perceive) if it is not possible so please made at least, that soldier in snow map will have white armor/appearance/clothing and in forest green and so on.

7) made weapons to be customizable  -- by adding possiblity to add to them scope, or better scope, laser sight, larger magazine ... it will change weapons characteristics.

At the final stage of the game weapon and soldiers could be integrated like in predators (movie) :)

8) allow to protect your transport helicopter by fighters

9) allow to bring to map more than one transport helicopter -- every group should be mark like heli bravo, heli alpha .. and you can switch which group you need or by click directly the soldier) I know it requires rebuilding maps  -- or maybe if it can not be done to add second landing site, so maybe there is easier solution -- some stuff (like weapon crates even MARS) can be dropped by parachute close to landing site, this stuff could be transported in one of your fighters slot like additional fuel tanks.

10) get feature to select by you what will your soldiers train (strength, accuracy, courage, psi power...), you can focused what your soldier feature must be improved as quickly as possible and the training focuses on it, of course there is also general training.

11) base defense allow player to choose only 16 soldiers/stuff despite he has more, so bring group system like I have mention above or allow AI to control this soldiers like in mission map AI control allies (AI strategies will be adopted {choosed by player} - defense, where soldiers will have a defensive attitude and will rather avoid fighting, i.e. when they discover an alien, they run away, neutral, where soldiers do not avoid fighting when they see an enemy, they shoot to kill, finally offensive, where your soldiers look for an alien in groups.

12) As the game progresses, you are given tools to replace weak human organs of you soldiers with artificial ones. This improves soldier stats above 100. At some point you can even produce human-looking robots like in the Terminator movies, lets named it T-XE1,T-XE2... :),The robots would be excellent in combat, but they would not be able to improve their statistics (or maybe they would learn?) other than by replacing parts with newer ones, and they would not have PSI powers.

13) If you have more Artists so please made space craft, base of every aliens species visually unique. -- Additionally, the same applies to their equipment and weapons.

14) Call for help - If you think that you cannot cope with a given mission because you may suffer loss of life or even lose. In this case, you can call for support from the regular army in the global mission window, for which you must pay in cash. In such a case, computer-controlled allied military units appear on the map. The size of the units depends on the amount of money you are willing to pay. Perhaps in such a case, allied tanks could also appear on the map. Let's say 4 options - minimal support, standard (medium) support, high support and ultimately -- give everything you have the best. This adds an additional challenge - the regular army must also modernize as the game progresses. Progress of course? should be lower than yours.This imposes another challenge - a regular army must be attack-oriented, i.e. seek out and eliminate the enemy, not hiding from the enemy.

Thanks for the suggestions. The big limitation on most of these ideas is just the time and resources it would take to implement them - it'd be cool to add lots more content to the game in the form of unique weapons and new armour sets and unique alien bases per race, but it's also time-consuming and expensive. Not to say we won't do any of that but we've got to get the core parts of the game finished before we even think about it.

There's also a lot of balance considerations to consider with many of your ideas. Being able to build a second dropship and bring twice as many soldiers to battle would make the game very easy, for example.

But suggestions like 10) are interesting. I can see why having specialist training might be interesting to the player.

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On 10/17/2023 at 5:47 PM, Sotetvan said:

11) The maximum number of soldiers in base defense mission is 30. You can change it in the ...\Program Files (x86)\Steam\steamapps\common\Xenonauts2\assets\assets\xenonauts\template\strategy\masters\strike_teams\default.json

To this:

{"_min":30.0,"_val":30.0,"_max":30.0,"$type":"Xenonauts.Common.Components.Item.InventorySlotSize"},{"$content":[{"$content":"Crew","$type":"Xenonauts.Common.Components.Item.AircraftSlots"}],"$type":"Xenonauts.Common.Components.Item.InventorySlotTypeComponent"},{"$content":[],"$type":"Strategy.Components.Aircraft.StrikeTeamSlotExclusionPositionsComponent"},{"$content":[[0.0,0.0,0.0],[0.0,0.0,1.0],[0.0,0.0,2.0],[0.0,0.0,3.0],[0.0,0.0,4.0],[0.0,0.0,5.0],[1.0,0.0,0.0],[1.0,0.0,1.0],[1.0,0.0,2.0],[1.0,0.0,3.0],[1.0,0.0,4.0],[1.0,0.0,5.0],[2.0,0.0,0.0],[2.0,0.0,1.0],[2.0,0.0,2.0],[2.0,0.0,3.0],[2.0,0.0,4.0],[2.0,0.0,5.0],[3.0,0.0,0.0],[3.0,0.0,1.0],[3.0,0.0,2.0],[3.0,0.0,3.0],[3.0,0.0,4.0],[3.0,0.0,5.0],[4.0,0.0,0.0],[4.0,0.0,1.0],[4.0,0.0,2.0],[4.0,0.0,3.0],[4.0,0.0,4.0],[4.0,0.0,5.0]],

I think it's limited to 16 in the UI, isn't it?

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13 hours ago, Chris said:

Thanks for the suggestions. The big limitation on most of these ideas is just the time and resources it would take to implement them - it'd be cool to add lots more content to the game in the form of unique weapons and new armour sets and unique alien bases per race, but it's also time-consuming and expensive. Not to say we won't do any of that but we've got to get the core parts of the game finished before we even think about it.

There's also a lot of balance considerations to consider with many of your ideas. Being able to build a second dropship and bring twice as many soldiers to battle would make the game very easy, for example.

But suggestions like 10) are interesting. I can see why having specialist training might be interesting to the player.

I think that the introduction of a second transport helicopter will not disturb the game if it is done wisely. The way I see it, when large or huge alien ships appear with 30-60 creatures on board, a team of 12 soldiers may not be enough. So we invent technologies, advanced tactics and advanced support, which will allow the player to equalize the odds by introducing an additional transport helicopter. However, if this is not enough, we also call on the army for help and pay them dearly for their help. --- Additionally, I have an idea to make two-part missions, such as conquering the enemy base and first capturing the map on the ground, and the next part is fighting underground in the base itself. -- since we have maps in the docks, maybe make a map in which we take over an oil platform, an aircraft carrier or a large container ship - it could be two-part maps (they were like that in the second xcom game). These missions would give a lot of money because, for example, we would have to rescue an admiral from an aircraft carrier or take over a cleaners' container ship.

15) Coming back to the cleaners, give them some planes that would be better than the player's planes at the beginning and after shooting them you would have to improve/upgrade your own planes. the cleaners' planes would take off from their secret base which would be the target at the end of the cleaners' thread. Their missions would be the same as UFOs, i.e. chaos and panic...

16) please add two or even three slots for planes, the first for the engines, the second for the plane's fuselage, the third for the radar and on-board computer (radar could be useful when the plane flies out of the base's radar range and then its own radar still allows for targeting the target)

17)And a very big request that I will be pushing for implementation -- introduce stairs into the maps

Edited by Marian
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16 hours ago, Chris said:

Being able to build a second dropship and bring twice as many soldiers to battle would make the game very easy, for example.

The player has many ways to "make the game very easy":

1. The player invests resources in research and unlock more powerful weapons and more reliable armor.

2. The player invests time and resources in training soldiers in training centers and makes soldiers more efficient.

3. In addition, soldiers gain combat experience during battles, and thereby increase their combat capabilities.

The following seems quite logical and natural: the player invests resources in the maintenance of more numerous tactical groups and thereby gets a stronger army.

If the player wants to reduce the cost of building and maintaining several bases. (Refusal of advantage in airspace). If the player wants to reduce the cost of building and maintaining scientific laboratories, scientists (Giving up advantages in technology, in scientific technologies, in weapons and armor). If the player, instead of the above advantages, wants to direct finances and resources to the opportunity to get more troops on the tactical map,

then it is not clear: what is one "advantage" that "facilitates the gamemake the game very easy" better (worse) than another "advantage" that "facilitates the gamemake the game very easy".

"The complexity of the game" does not make the game interesting. What makes the game interesting is the variety of tactical tasks and the variety of ways to solve these tactical tasks.

There are many interesting games in the world that people don't play because of the "high level of difficulty".

 

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5 hours ago, Twigg said:

How would you even balance the combat when you could have some players with literally double the amount of soldiers available in the mission?

1. There is already an imbalance in the game: 9 player soldiers easily defeat 9 alien soldiers. According to logic: aliens are technologically superior to humans, and humans outnumber aliens. We don't see this in the game.

2. In X-COM: 1-2 (at the very beginning of the game), the aliens had an advantage in armor, weapons, and viewing range. (Night vision). At the very beginning of the game: The player's 14 soldiers could hardly stand up against several krissalids. In a night mission, it was easy to lose most of the team. The first battles were difficult, although the player had numerical superiority.

3. In X-COM:2 (in the later stages of the game) there were several missions from two series, for which the player:

having 26 soldiers,

+ the most perfect armor in the game,

+ the strongest weapon in the game,

it was still very difficult to win these missions.

There are players who like large-scale battles (several dozen soldiers from both opposing sides. as it was in the old X-Com:1-2). Don't these players have the right to desire the tactical capabilities that were in the classic X-COM:1-2???

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My post was a little vague, what I meant was that how would the developer balance general missions if the player could be 10 or 20 soldiers to any given mission? I agree that certain missions (the final mission in the first xenonauts being a pertinent example here) you can have a higher number of soldiers because the level designer knows that is the case and can plan around that.

I also think you are going to have to accept that this game, like xenonauts 1, will not provide the kind of large scale combat you want from it in the base game. I personally would love a more robust melee combat system and a more robust air combat system but that is clearly not the focus for this game.

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6 hours ago, Twigg said:

what I meant was that how would the developer balance general missions if the player could be 10 or 20 soldiers to any given mission?

All stories have the same structure: Conflict is born. The conflict is intensifying. The conflict reaches the highest level of tension. The conflict is fading.

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1. If you give the player the opportunity to engage 20 (24) soldiers at the stage of the game when the conflict reaches the highest level of tension (the number of opponents on both sides is equal, the battles are as large and complex as possible), then this will not spoil the increase in the complexity of the battles in the game, but vice versa - it will improve the most difficult battles. After passing the point of the highest tension in the game, the stage of attenuation (lowering) of the difficulty level of the conflict begins, which means that the player has the opportunity to enter 20 (24) soldiers into any battle (even the simplest) - and this fits perfectly into the schedule of reducing the difficulty in the final stages of the game. (After the climax, the complexity of the conflict decreases).

2. Transport for the transfer of 20 (24) soldiers on the battlefield can be either very expensive or very slow. As a result, it will be unprofitable for the player to send 20 (24) soldiers on a mission that a group of 12 soldiers can handle. (The player will have additional resource costs). And a slow transport with 20 (24) soldiers will not be able to arrive in time for a task where 12 soldiers are required.

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On 10/20/2023 at 9:54 AM, Chris said:

balance considerations to consider with many of your ideas. Being able to build a second dropship and bring twice as many soldiers to battle would make the game very easy, for example.

Easy for few but  also difficult for most. see bellow. :-]

 

Many soldiers option  in action is wrong design solution. More soldiers means, that plan one turrn is more diffcult for player. Keep status of all soldiers in your head, keep in mind all possibilities of ally-ways, all possibilities of overwatch cover can make game too diifficul. On top of that, more soldiers means that one turn  takes longer to finish, which means one combat mission will takes longer to finish. If the combat mission takes more than 30 minutes to finish its feels tedious. (usual school lesson takes 45 minute for a reason - humans are able keep focus for limited time)

I would even recommend limit number of soldiers (combat units - robots included) to 10. (or even less, as we will see below, 10 is exactly double the recommended size for RPG games)

1. we all have ten fingers, it is natural number we can maintain in our heads.

2. shortcuts keys on units can work better - press number 0 - 9 get focus on combat unit.

3. RPG games passed a long route of iterations. (Eye of the beholder,  NeverwinterNights, Pathfinder, Original sin) They found out that human brain accept best  about 5 base attributes  for a hero. And also 4-5 heroess in a group. When designer add 6 or more heroes to the party game became tedious  and difficult to maintain that only few (gifted) players could enjoy the result.  Gauss curve of cognitive functions is real. Althou some people could handle more characters in a group/combat team, for average customer >> rule of thumb >> less is more.

Install easy/natural approach whenever possible.

Two transport per mission idea could be used as special (final?) mission, where most of soldiers die. Perhaps in the mission start, AA defence canon will  hit transports, so mission   briefing starts with report of few  dead  and few wounded, ...  and that is just beginning.

Edited by gG-Unknown
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4 hours ago, gG-Unknown said:

They found out that human brain accept best  about 5 base attributes  for a hero. And also 4-5 heroess in a group. When designer add 6 or more heroes to the party game became tedious  and difficult to maintain that only few (gifted) players could enjoy the result.  Gauss curve of cognitive functions is real.

If these features really had a big impact, then school classes and student groups would be reduced from a few dozen people to 5-6 people, and the entire written alphabet would be reduced from a few dozen letters to 5-6 letters. For the convenience of perception.

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13 hours ago, Komandos said:

If these features really had a big impact, then school classes and student groups would be reduced from a few dozen people to 5-6 people, and the entire written alphabet would be reduced from a few dozen letters to 5-6 letters. For the convenience of perception.

Here is my last response to your message. When I say last  I mean it. Do not make any more reply to my posts, answer will not come. Thank you.

 

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The topic here sounds like a good idea for a mod.  Aliens are stronger, but your transport ship can carry more soldiers. 
The base game though is balanced around 8 soldiers because more then that is hard to manage for most people. 8 is the right amount for fast gameplay.

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On 22.10.2023 at 19:41, gG-Unknown said:

They found out that human brain accept best  about 5 base attributes  for a hero. And also 4-5 heroess in a group. When designer add 6 or more heroes to the party game became tedious  and difficult to maintain that only few (gifted) players could enjoy the result. 

 

35 minutes ago, Sir_Dr_D said:

The base game though is balanced around 8 soldiers because more then that is hard to manage for most people. 8 is the right amount for fast gameplay.

1. However: it also turned out that primates (human ancestors) lived in groups of 20-30 individuals for tens of millions of years.!!! The human brain is able to hold all the individual properties of 20-30 people in its head. Student, school groups, military platoons - have a number of 20-30 people, because the number of groups of 20-30 is comfortable for a person.

 

2. Different types of information are processed by different parts of the brain. And different parts of the brain have different amounts of attention.

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41 minutes ago, Sir_Dr_D said:

The topic here sounds like a good idea for a mod.  Aliens are stronger, but your transport ship can carry more soldiers. 

In openCom mods , the player can choose a military doctrine at the beginning of the game . Depending on the chosen military doctrine, the player has access to different numbers of soldiers in the team, to different types of units and different types of weapons. Choosing a military doctrine - the player chooses what number of soldiers, weapons of what power, he will use the whole game.

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3 minutes ago, Komandos said:

In openCom mods , the player can choose a military doctrine at the beginning of the game . Depending on the chosen military doctrine, the player has access to different numbers of soldiers in the team, to different types of units and different types of weapons. Choosing a military doctrine - the player chooses what number of soldiers, weapons of what power, he will use the whole game.

Interesting. In Xenonaughts 2 though you probably can't add military doctrine like that, mods with different military doctrines should be easy too do. People will be able to choose the mod they want.    Changing the number soldiers on the drop ship will be easy, as will changing the weapons available. 

I think the drop ship has space for 15 units, though you need at least one space available too move them around in placement.   SO you can bring 14 on a mission easily. A mod where it is 14 soldiers against overpowered alien's sounds like fun and would have good immersion.

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Sorry but I have say it, all people who said that sending 2 teams would make the game easy probably didn't understand my post

So I did say   "" I think that the introduction of a second transport helicopter will not disturb the game if it is done wisely. The way I see it, when large or huge alien ships appear with 30-60 creatures on board, a team of 12 soldiers may not be enough. So we invent technologies, advanced tactics and advanced support, which will allow the player to equalize the odds by introducing an additional transport helicopter. However, if this is not enough, we also call on the army for help and pay them dearly for their help.""

What is important "when large or huge alien ships appear with 30-60 creatures on board, a team of 12 soldiers may not be enough".

Additionally I do agree that at the very beginning of the game player should be winning mission only by outnumber the aliens. 

After thinking about it, I change my mind and I'm going to say something controversial at the very biginning of the game player should NOT be able to win any mission because allien has better weapon, armor. If player will able to kill one enemy and take him and his stuff to his base it would be a success. In order to show the difference in technology, which means that even with the support of the army, the player is helpless and powerless in the fight against aliens. Aliens are able to withstand fire from all weapons except the heaviest ones, such as  anti-tank missiles fired from tank guns and RPGs.

I do not agree with Komandos statement "And a slow transport with 20 (24) soldiers will not be able to arrive in time ...." Even now we can postpone mission to choose play in day condition because at night you are screwed, so you can postpone mission until second transport arrive.

18) suggestion - this game has specific weapons that can be used in the game like pistol and shotgun. My proposal is that the player who effectively uses a weapon in missions (i.e. shot and hit/missed the enemy) receives experience in this type of weapon and, for example, a successful shot is 3 experience points if it misses 1. Experience accumulates with each mission and after collecting the appropriate amount of number, the player gains a level of proficiency in that weapon. How many proficiency levels there were and what they would give is something to consider, I suggest that for pistols or rifles... it would be -2% Time unit per shot per level. Similar levels of proficiency could be generalized for kinetic or energy weapons. Of course, there would be proficiencies for grenades or melee weapons.

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4 hours ago, Marian said:

a successful shot is 3 experience points if it misses 1.

If you constantly hit a target that stands at a distance of one meter from you, then you will NEVER learn how to shoot accurately at a greater distance. A well-aimed shot does not give experience. Experience gives only a miss.

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7 hours ago, Marian said:

of the game player should NOT be able to win any mission because allien has better weapon, armor. If player will able to kill one enemy and take him and his stuff to his base it would be a success. In order to show the difference in technology, which means that even with the support of the army, the player is helpless and powerless in the fight against aliens. Aliens are able to withstand fire from all weapons except the heaviest ones, such as  anti-tank missiles fired from tank guns and RPGs.

I totally agree with that. The main goal of tactical missions (tactical tasks) should be: the extraction of alien artifacts (alien technologies). If it was possible to get new alien artifacts, then the mission (tasks) are considered successful regardless of how many soldiers were lost, and regardless of whether it was possible to destroy all the aliens or not.

The aliens must be superior to the player in quality and complete victory over the aliens (in the early stages of the game) can only be achieved by having numerical superiority.

At the moment: aliens in battle do not look like a serious force (threat). The player's 9 soldiers are able to cope with superior alien forces even at the earliest stages of the game.

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6 hours ago, Komandos said:

If you constantly hit a target that stands at a distance of one meter from you, then you will NEVER learn how to shoot accurately at a greater distance

I do agree with you. I think that you will be dead because the aliens will shoot you like a duck. It was a proposal of new feature to make game more complex if you have your way how it should look like do not hasitate and share with us. It is always easier to criticize than to provide reasonable solutions.

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1 hour ago, Marian said:

It was a proposal of new feature to make game more complex if you have your way how it should look like do not hasitate and share with us.

 

"If you lose, don't lose the lesson."

It would be more correct to accrue experience not for successful actions, but for erroneous ones. A soldier who never misses will no longer be able to gain experience and grow in accuracy. Only those soldiers who often miss will gain experience and grow in accuracy.

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17 hours ago, Sir_Dr_D said:

The topic here sounds like a good idea for a mod.  Aliens are stronger, but your transport ship can carry more soldiers. 
The base game though is balanced around 8 soldiers because more then that is hard to manage for most people. 8 is the right amount for fast gameplay.

I think that 6 xenonauts for first mission is aproachable.

Then make an research (feeling of progress) to add more.

Most of game play time  should be around 6 - 8.

The endgame (only few  customers can get there, ususaly its about 20%, Steam stats says.) can offer another research to 10.

The final mission should be  special so lets say Two drops ships with 10 soldiers each = theoreticaly 20  soldiers in  on mission. But lets make it bloody landing.  Only 13 will survive landing. Others will  be killed in animation of shooting against drop ships.

Wraps is arouund :

Less soldiers makes it more dinamic.

Progress thru whole game fromm 6 to 10 let feel improvement, and it let player get habit  to control wast army.

Final epic battle with 13 soldiers makes it exceptional experience.

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4 hours ago, gG-Unknown said:

I think that 6 xenonauts for first mission is aproachable.

Then make an research (feeling of progress) to add more.

Most of game play time  should be around 6 - 8. ......

Your opinion is based on the current state of the game, which is only its initial stage. Imagine that at some point ships with 50 aliens on board will enter the fight, do you think that 6 or even 10 of your soldiers will be able to deal with them? Such a scenario is probably possible on a very easy and easy difficulty level, however, not all players believe that the game is supposed to be easy and pleasant and will choose the normal or higher difficulty level. You say that at the beginning you only need 6 soldiers to win the missions, as you will notice, now alliens do not they use grenades or heavy weapons that destroy everything in area, in this case 6 of your men die very quickly. Additionally, as I wrote earlier, the initial missions should be unwinnable due to the technological gap between humanity and aliens. Let's assume that you are the general commander of aliens and you have to conquer a new planet. You have the element of surprise on your side, you know what weapons your opponent is using and then you do not send women and children to fight, but battle-hardenedwell-trained warriors to whom you give the best weapons, armor and equipment so that they do not die like ducks.

I see that our approaches are different, mine is based on x-com from the 90s, yours is based on its clone from 2012. I'm not saying that a difference of opinion is a bad thing, but the question should be asked whether this game is supposed to be a successful heir to X-Com from the 1990s or from its clone from 2012. I believe that the first option is true, but ...

4 hours ago, Komandos said:

"If you lose, don't lose the lesson."

It would be more correct to accrue experience not for successful actions, but for erroneous ones. A soldier who never misses will no longer be able to gain experience and grow in accuracy. Only those soldiers who often miss will gain experience and grow in accuracy.

Maybe you're right, and every action that causes you to use a weapon increases your experience with it. Perhaps actions such as accurate shots during combat should increase the morale of the soldier who fired the shot, and a shot causing the death of an alien increases the morale of our soldiers who saw it, what do you think about this way of increasing morale?

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