![]() ![]() Some UI changes, because you'd need to specify which dropship to use each time you launch a ground mission Quite a substantial code rewrite, as the code currently assumes that there's only ever one dropship So, those are the proposed changes - what do you think? Please vote in our poll to let us know how you feel about the change, even if you don't really care either way (there's an option for that!)Īs I said, supporting multiple dropships like in X1 is something we may end up adding before development is done but it's a bigger task with more knock-on effects than most people realise so I don't want to tackle it right now. As such, we're going to leave them out for now and make a final decision on whether to include them later in development based on what form the rest of the game takes. and also just represent a lot of extra code and UI work for questionable gain. We may in the future implement these changes too, but they interact awkwardly with the new Strategic Operations mechanics and the upgrades we have planned for them. The Xenonauts only have one troop dropship at a time Personnel and Base Stores are global across all bases (assume the bases are linked by alien-derived translocator gates) We're also making a couple of simplifications to the mechanics in other areas. Staff Assignments: certain structures beyond the standard Labs and Workshops require scientists / engineers to operate Firstly, there two new features that already exist in X2 which will be retained in the move back to the classic mechanics:īase Power: each base will need enough power capacity to operate all of its structures For example, alien retaliation missions where UFOs seek out and attack your bases work better when you have “proper” bases were you can build defensive turrets and so forth, rather than the simpler airbases you get under the single-base system.Īlthough broadly similar, the planned implementation of the multi-base system isn’t completely the same as the system in Xenonauts 1. It's therefore now it's the multi-base setup that better supports the strategic mechanics (although some tweaks are still necessary as detailed below). One of the main reasons why we initially went for the single-base setup was to support other planned strategic mechanics, most of which have changed during developement and some have been dropped entirely. limiting the construction space available to player brought the space-efficiency of buildings into play) overall I think the freedom offered by the classic mechanics is fundamentally more interesting to most players. Although there were advantages to the single-base setup (e.g. Radars and Hangars built on the grid define the detection range of the base and the aircraft that are housed there. All bases would appear on the Geoscape and posesss a 6圆 building grid onto which any structure can be placed. Under the classic multi-base system all Xenonaut bases would be treated the same. The single-base system doesn’t allow you to construct Hangars and house aircraft at your main base, but in the classic setup you would be able to and that causes several problems with a side-on view (connecting Hangars to the surface, side-on art for all the aircraft, etc). The other factor is that the top-down view better supports aircraft and Hangars. However, those maps obviously can’t be generated from a side-on base layout and therefore we’ll need to switch back to the top-down view to support this. We recently solved a technical problem that was making it impossible to generate the custom base defence tactical maps that mirror the layout of your base, so now we can have those cool X-Com style base defence missions. Reverting to the classic mechanics would also involve reverting the Base screen to a top-down view (left), rather than the current side-on view (right). The detail of the changes and the reasoning behind them is explained below. To give your opinion, please answer the poll below: We therefore want to ask the views of the community on this issue – I suspect the community will be in favour of this change, but we don't know that for certain. However, we’ve been using the side-on base screen as a key piece of our promotional art for several years and a lot of people have given us money in that time. After several months of testing, I've come to the conclusion that the single-base system isn't a clear improvement over the classic Xenonauts / X-Com base mechanics, and so we should revert to the classic mechanics. Something I’ve said repeatedly throughout the development of Xenonauts-2 is that the changes to the first game are experiments to be tested and evaluated, and discarded if they don't represent a clear improvement on what they replaced.
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