Gorlom Posted January 7, 2013 Share Posted January 7, 2013 I was referring to the part where you couldn't basically make the aliens your pets indefinitely like you could end game in the OG. Well... just mod them to be your pets then? Link to comment Share on other sites More sharing options...
TNoyce Posted January 8, 2013 Share Posted January 8, 2013 Excellent news Chris. I know you're all working feverishly to get things nailed down, and plug all the holes. New maps are always good, testing them even better. I look forward to trying the next release when it is available. Link to comment Share on other sites More sharing options...
Jean-Luc Posted January 8, 2013 Share Posted January 8, 2013 Autoresolve is always tricky to balance as it tends to either gimp the player or devalue the "manual approach". It's best at quickly resolving steamroll situations but if Xenonauts removes or at least drastically lessens such occurrences it'll be hard to for auto-resolve to find its place. On way to go about it, imo, would be to make aircraft repair a big deal. Heavily damaged interceptors taking a long time to repair making the player miss out on potential interceptions/missions. Then basically make it so auto-resolve very rarely results in destruction of the aircraft but rather heavy damage so there's a lot of repair downtime. It's a way to penalize overuse of auto-resolve without forcing the player to suffer great financial damage. Players who fight the air battles manually would use micro to minimize damage and keep their planes operational. Link to comment Share on other sites More sharing options...
gnarly Posted January 8, 2013 Share Posted January 8, 2013 Grouse news! Looking forward to a beta date to reacquaint myself with the game! Link to comment Share on other sites More sharing options...
Tacobandit Posted January 8, 2013 Share Posted January 8, 2013 Autoresolve is always tricky to balance as it tends to either gimp the player or devalue the "manual approach". It's best at quickly resolving steamroll situations but if Xenonauts removes or at least drastically lessens such occurrences it'll be hard to for auto-resolve to find its place. On way to go about it, imo, would be to make aircraft repair a big deal. Heavily damaged interceptors taking a long time to repair making the player miss out on potential interceptions/missions. Then basically make it so auto-resolve very rarely results in destruction of the aircraft but rather heavy damage so there's a lot of repair downtime. It's a way to penalize overuse of auto-resolve without forcing the player to suffer great financial damage. Players who fight the air battles manually would use micro to minimize damage and keep their planes operational. That's what I said in more words. Link to comment Share on other sites More sharing options...
thothkins Posted January 8, 2013 Share Posted January 8, 2013 Thinking about increased repair times: When the UFOs come in waves (which may change when more balance comes in), particularly the fighters, it means that you're likely to miss out on a number of them, because your aircraft are in the shop. Since the UFOs are sneaky sending fighters to soak up Xenonauts attacks ahead of the craft you often want, this means that you could be missing out on some key missions. Very tricky to balance. Link to comment Share on other sites More sharing options...
Tacobandit Posted January 8, 2013 Share Posted January 8, 2013 Thinking about increased repair times: When the UFOs come in waves (which may change when more balance comes in), particularly the fighters, it means that you're likely to miss out on a number of them, because your aircraft are in the shop.Since the UFOs are sneaky sending fighters to soak up Xenonauts attacks ahead of the craft you often want, this means that you could be missing out on some key missions. Very tricky to balance. Well I was kind of hoping that the air combat would basically be like the OG's, but oh well. Link to comment Share on other sites More sharing options...
Chollirem Posted January 8, 2013 Share Posted January 8, 2013 no way, I love this new air combat system, I usually take my 3 fighters send em in three directions (if the ufo turns to fight) see who the ufo going after and have the other 2 flank while the other plays bait. Much better, more control, and will a little bit of tactics my jets never get a scratch and aliens fighters try to wolf pack one of my jets anyways so its just a little more tense and a little longer dog fight but still good fun : ) Link to comment Share on other sites More sharing options...
thothkins Posted January 8, 2013 Share Posted January 8, 2013 "Well I was kind of hoping that the air combat would basically be like the OG's, but oh well. " Just to make the distinction, I don't see the OG as auto-resolve. You still had decisions to make during the course of the combat. TO me, Auto-resolve is simply determining the number of fighters you are sending up, pressing the Big Button and letting the game get on with it. Link to comment Share on other sites More sharing options...
erutan Posted January 8, 2013 Share Posted January 8, 2013 Thanks for the update - good to see things are resolving towards a beta. We're all behind you! I mean we're obviously anxious to play it properly, but take the time you need to get it done right. Link to comment Share on other sites More sharing options...
Tacobandit Posted January 9, 2013 Share Posted January 9, 2013 "Well I was kind of hoping that the air combat would basically be like the OG's, but oh well. "Just to make the distinction, I don't see the OG as auto-resolve. You still had decisions to make during the course of the combat. TO me, Auto-resolve is simply determining the number of fighters you are sending up, pressing the Big Button and letting the game get on with it. You didn't really have decisions like that. The gun limited what UFOs you were immune to. Stingrays were immune to all small UFOs. Avalanche could hit everything from large and below without ever getting shot. Plasma Beam Cannons were the end all weapon. You were good as long as you didn't engage battleships. So yes, it was as easy as clicking the intercept button. You were guaranteed to win with plasma beam cannons. Link to comment Share on other sites More sharing options...
Chris Posted January 9, 2013 Author Share Posted January 9, 2013 You can debate the autoresolve in the beta, we're not working on it at the moment so I've not really thought about it yet. Link to comment Share on other sites More sharing options...
thothkins Posted January 9, 2013 Share Posted January 9, 2013 You were good as long as you didn't engage battleships. so it wasn't autoresolve then. Link to comment Share on other sites More sharing options...
Tacobandit Posted January 9, 2013 Share Posted January 9, 2013 so it wasn't autoresolve then. I should add to the end of my previous statement "with an interceptor/skyranger.". And in a way, it was autoresolve. Just press the "aggressive attack" button, and hope the RNG gods smile upon your craft. Link to comment Share on other sites More sharing options...
thothkins Posted January 10, 2013 Share Posted January 10, 2013 But at least you have to go in and select a tactic, and it's an extension of other situations where you may not have had the optimal weaponry on your craft, and were trying to take down larger UFOs. So, you would adjust your strategy and monitor the damage being done to your aircraft, in case you had to withdraw. Link to comment Share on other sites More sharing options...
Gorlom Posted January 10, 2013 Share Posted January 10, 2013 I should add to the end of my previous statement "with an interceptor/skyranger.". And in a way, it was autoresolve. Just press the "aggressive attack" button, and hope the RNG gods smile upon your craft. Doesn't the X-com94 aircombat still take a few seconds? I mean it's not instant like an autoresolve would be. Wasn't that a complaint you had about the current aircombat and my suggestion about the speedup+invincibility mod? If you are satisfied with that you could mod the aircombat so that it works similar to the X-com function (balanced so you don't need to bother with any tactics, but if you did it would be very easy). It would be a bit more trial and error testing than my invincibility suggestion but it can still be done. Link to comment Share on other sites More sharing options...
Tacobandit Posted January 10, 2013 Share Posted January 10, 2013 Doesn't the X-com94 aircombat still take a few seconds? I mean it's not instant like an autoresolve would be. Wasn't that a complaint you had about the current aircombat and my suggestion about the speedup+invincibility mod?If you are satisfied with that you could mod the aircombat so that it works similar to the X-com function (balanced so you don't need to bother with any tactics, but if you did it would be very easy). It would be a bit more trial and error testing than my invincibility suggestion but it can still be done. Except I don't know how to mod. Link to comment Share on other sites More sharing options...
Gauddlike Posted January 10, 2013 Share Posted January 10, 2013 That kind of modding is about altering values in text files then running a battle to see how it goes. Repeat until it works how you want. Link to comment Share on other sites More sharing options...
Avid Posted January 10, 2013 Share Posted January 10, 2013 Thanks for the update Chris! Link to comment Share on other sites More sharing options...
HWP Posted January 10, 2013 Share Posted January 10, 2013 There is no need for a dedicated autoresolve formula. Simply give player's fighters a basic but reasonable behavior script - evade when shot at, away from the UFO, etc. This way the player can sit back and still get an expected outcome. Or take manual control and try to be better. Link to comment Share on other sites More sharing options...
Chollirem Posted January 10, 2013 Share Posted January 10, 2013 You can debate the autoresolve in the beta, we're not working on it at the moment so I've not really thought about it yet. oh great and beloved leader, please...please...PLEASE...leave air combat alone! its friken EPIC! ....well maybe more fighters in a squadron (a chopper and 2 fighters? I can give you guys air formations to use OH new thread! "Air Combat Formations" Will post in a bit for you guys) ....and the "option to auto resolve a dog fight"....would be interesting... to... others, I guess : / Link to comment Share on other sites More sharing options...
Tacobandit Posted January 10, 2013 Share Posted January 10, 2013 oh great and beloved leader, please...please...PLEASE...leave air combat alone! its friken EPIC!....well maybe more fighters in a squadron (a chopper and 2 fighters? I can give you guys air formations to use OH new thread! "Air Combat Formations" Will post in a bit for you guys) ....and the "option to auto resolve a dog fight"....would be interesting... to... others, I guess : / Do the weapons have random chances to hit? Or are they based on whether or not they touch the airplane graphic? Link to comment Share on other sites More sharing options...
Gauddlike Posted January 10, 2013 Share Posted January 10, 2013 There are no hit chances. Either the weapon hits you automatically, you roll to dodge, or you get out of range and it runs out of fuel. So the latter of your suppositions. Link to comment Share on other sites More sharing options...
Tacobandit Posted January 10, 2013 Share Posted January 10, 2013 There are no hit chances.Either the weapon hits you automatically, you roll to dodge, or you get out of range and it runs out of fuel. So the latter of your suppositions. Is damage consistent as well? Link to comment Share on other sites More sharing options...
Gauddlike Posted January 10, 2013 Share Posted January 10, 2013 I think there is some variation but I am not sure. I don't always finish a fight with the same percentage of damage even if I appear to get hit the same number of times but that is purely from my own observations. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now