Jump to content

The Air Combat Screen


shuuk

Recommended Posts

I must say i dont realy like the one in the xenonauts alpha.

i dont say copy the old one from xcom but i like it more

ufo4.gif

someone say "it is better to copy something good than something bad to make themselves" its wrong english but i hope you know what i mean :P

what do you think guys? do you realy like the air combat screen in the alpha?

x8izqfht.png

i dont wana fly by myself i think the old school air combat system is better.

chris do you think about to change some things for the air combat? or is it final?

thank you

Edited by shuuk
Link to comment
Share on other sites

Having actual gameplay and control in air combat is one of Xenonauts' major improvements over X-Com, one that's been almost universally anticipated since the original came out. X-Com's air combat was so lacking in player input it might as well have used Aftermath's auto-resolve system.

I don't know if some kind of auto-resolve is planned for Xenonauts interceptions but this is one example where basic gameplay won't be changed.

Link to comment
Share on other sites

The original air combat is pretty poor. It's very difficult to have multiple aircraft in a single battle, or indeed different types of weapon or different aircraft types with different abilities in it, because it's such a simplistic system. The only way to improve on the old system was to tear it out and start again, because X-Com had taken its air combat model as far as it will go. So no, we can't really go back to it I'm afraid. The air combat does require more work but it won't be making it less complex.

Link to comment
Share on other sites

I love first UFO EU but combat from Xenonauts give me nice fun. Air Combat in UFO EU was simple and quiet easy. In xenonauts U need to think and it's definitely harder. I hope it will stay like that + maybe few more improvements :P

I agree, quite unusual in the interception is made Xenonauts.

In my opinion this is a great mini-game. And in full after a grab saucer, you know what the pilot receives a reward;)

Link to comment
Share on other sites

i also prefer the new system it gives you a little more control.

The only issue i have with it at the moment is when multiple UFO's are downed there is only a single crash site. I think that may need to be looked into, if they say they crashed within the same vicinity then the ground combat needs to reflect that there are alien from 3 different ships, which i didn't see in my first mission when i took down 2 UFOs

Link to comment
Share on other sites

The only issue i have with it at the moment is when multiple UFO's are downed there is only a single crash site. I think that may need to be looked into, if they say they crashed within the same vicinity then the ground combat needs to reflect that there are alien from 3 different ships, which i didn't see in my first mission when i took down 2 UFOs

The small fighters (escorts) don't generate crash sites. They're assumed to be blown to bits or something, they're quite small after all.

Link to comment
Share on other sites

i also prefer the new system it gives you a little more control.

The only issue i have with it at the moment is when multiple UFO's are downed there is only a single crash site. I think that may need to be looked into, if they say they crashed within the same vicinity then the ground combat needs to reflect that there are alien from 3 different ships, which i didn't see in my first mission when i took down 2 UFOs

Maybe escort ships are unmanned er.. "unaliened"(?) drone ships
Link to comment
Share on other sites

I realy like the new aircombat system.

Aircombat in the original X-Com was one of the few aspects that never realy satisfied me, it felt flat and undynamic. The new system gives me the feeling of having much more control over the actions of my units, making the encounters feel more dynamic while still retaining the feeling of sitting far away in a command center, only giving abstract orders to the pilots hundered of miles away.

I can understand why some people would like to stick to the original, it's kind of a remake after all, but i think it's an overall improvement over the old system, so i'm fine with it.

Link to comment
Share on other sites

i also prefer the new system it gives you a little more control.

The only issue i have with it at the moment is when multiple UFO's are downed there is only a single crash site. I think that may need to be looked into, if they say they crashed within the same vicinity then the ground combat needs to reflect that there are alien from 3 different ships, which i didn't see in my first mission when i took down 2 UFOs

Also alien ships come in waves, so you really have to scramble to take them all down. Adding multiple crash sites from multiple engagements, you'd need lots and lots of men, with lots and lots of bases and transports etc.

Link to comment
Share on other sites

The small fighters (escorts) don't generate crash sites. They're assumed to be blown to bits or something, they're quite small after all.

ok i think that would be good reasoning, but in this case i didn't have a "main ship" with escorts, they were 2 small ships, and i was able to take them down. unless one is the main and the other is the escort :S

and they generated a single mission. now the argument can be made that one crashed and the other was destroyed, but as far as i remember both had the same results.

Maybe i am wrong but then again i think i am right.

Also alien ships come in waves, so you really have to scramble to take them all down. Adding multiple crash sites from multiple engagements, you'd need lots and lots of men, with lots and lots of bases and transports etc.

Well that is why this is not XCOM:EU (blow below the belt i know) and we have many units and we can have multiple ships, and we can go kill them all. YEAH BABY!!!!!!!!

Edited by xracer
Link to comment
Share on other sites

I must say i dont realy like the one in the xenonauts alpha.

i dont say copy the old one from xcom but i like it more

+1

I don't like arcade elements in xenonauts. I don't like to fire missiles manually at all. It doesn't make me feel like a commander.

Real ufologists do not play such arcade minigames!

Edited by KOKON
Link to comment
Share on other sites

I totally agree. And what's with that ground combat too? A real commander doesn't manually shoot and reload the gun of each individual soldier. A true ufologist doesn't throw shiny flares at arcadey bug eyed aliens. The only player input there should be is passive, standard, aggressive which opens up a grim auto resolve window like in Jagged Alliance 2 with flashing soldier portraits shooting it out in brutal fashion while you stare tensely at the screen waiting for resolution.

Also everything should be like in a submarine and stuff. Anyone read Tom Clancy's "Operational Center"? Yeah well, that's how a real ufo commander guy does it.

Link to comment
Share on other sites

Lol. I quite never laugh loudly when alone. What a good irony instead of stupid tolerance. You have your idea.

P.S.: real ufologist would like to see autobattle in the same way like it goes manually. But with high level orders like agressive attack, cautious attack. Eject! In xcom you was a command post operator.

Do you remember that movie when guys have tried to freeze predator 2? It is more fun to command your intercepors in this way then to fire rockets yourself.

Edited by KOKON
Link to comment
Share on other sites

I disagree.

I don't find it much fun to watch my computer play my game for me.

I would rather be involved and actually playing.

The air combat isn't perfect and could do with some tweaks but it is much better than watching someone else fight for you.

In x-com:eu it was a simple numbers game.

If the enemy had more firepower than you had armour you lost.

In Xenonauts you may well be able to fight above your weight by using suitable tactics.

Link to comment
Share on other sites

I Guess from the Few Combats I have already had, the Roll Option did not seem to work well, and only once. When I chose retreat, the plane still flew towards the ufo. Will Hard Banking, and half loop maneuvers be added instead of the ships only flying in a slow circle? Just Curious. Its Pretty sad I can't play the Ground Combat and Base Management parts of the game that I like, because I fail at all air combats.

Link to comment
Share on other sites

I must say... I also have a strong dislike for the air combat mini-game. It has arcade gameplay with an emphasis on reactions, timing, and quick thinking that feels very, very, very out of place in a turn based tactics / strategy game. I'm just not in the mood to play a game like that when I'm in the mood to play the rest of the gameplay, it feels 'wrong'.

I'd much rather see something more abstracted and/or turn based.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...