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Xenonauts base attack
Xenonauts base attack











Alien activity in the respective territories will increase the appropriate DEFCON counter, and activity in non-aligned states is split between the two.

xenonauts base attack

There are DEFCON counters for NATO and the USSR.However they will all be assigned to either the NATO, USSR or Non-Aligned sphere of influence. The world will be divided into 10 regions, as it is in Xenonauts.The aliens no longer have the capability to win an outright war with humanity - instead, they are secretly infiltrating our society and attempting to trigger nuclear war between NATO and the USSR.Xenonauts 2 is free from those obligations and we want to make much more use of the time period within the game mechanics. This was mostly because I felt adding a political aspect to a game that was specifically intended to be a "remake" of X-Com would be going beyond my remit. Anyway, the net result of it wall was people ended up playing the strategy game the same way every time, which hurts the replayability significantly.įinally, the Cold War setting for the game was a rich and interesting setting that we did literally nothing with. Weapons were straightforward upgrades on their predecessors that did increased damage, which was necessary but again a bit tedious. Similarly, the research tree was identical every time and was effectively just a straight line of progression, gated by class of UFO. We tried to balance this a little by making some regions give more funding than others, but there's only so far you can go to counterbalance the annoying shape of the world and the distribution of wealthy countries within it. Australia) simply because some areas will cover far more territory than others. It also did not help that the way radar detection works meant that there were "good" places to put bases (i.e. Playing endless air combat missions and then never getting other than UFO crash site combat missions gets really boring really fast. This was a major balance issue, a major thematic issue (the ground combat is meant to be the "core" of the game) and also a major enjoyment issue. The biggest was probably the fact that your chance of winning the game was defined more by your skill at the air combat than it was the ground combat, as those skilled at the air war would receive far more funding and could even "get ahead" of the alien invasion and prevent the aliens building bases, launching terror attacks or attacking Xenonaut bases. There's a number of issues with Xenonauts 1 in terms of the strategy map. Introduce more choice and strategy into the research tree.Increase the ground combat mission variety (even if the player is doing really well).

xenonauts base attack

  • Make the Cold War setting a key part of the game mechanics.
  • Allow the player more viable strategic expansion strategies (rather than "always put a base in the Middle East and USA" etc).
  • Make the ground combat more important to your overall success than the air combat.
  • xenonauts base attack

    Some areas are more simplistic and some areas are correspondingly more complex, so please try to view the systems as a whole rather than focusing on specific areas that have been simplified. We think this strategy layer idea is equally complex as the one in Xenonauts, but be warned in advance that it is rather different. I believe that Xenonauts took the Geoscape idea as far as it could, so we've had to dial it back to something conceptually simpler and then develop the idea to add new types of complexity. This is a long post as this is a significant re-imagining of how the strategy layer works. We discussed a number of the points raised by the community along with the ideas that the rest of the team had and we've come up with what we think could be a good setup for the strategy layer. We had a big internal meeting on the possibility of doing Xenonauts 2 yesterday, as it happened to be one of the rare occasions where all of the permanent members of the team were together in one room.













    Xenonauts base attack