First, the game rocks. Thank you. It's good to see XCom again.
Second, I apologize if these are posted all over the place and I couldn't find them. I did do a browse through the forum as well as a brief search on a few items that I thought might have been brought up before.
Equipping Soldiers to Aircraft and with gear
- In the equip aircraft with soldiers screen, allow us to see their health to decide if we want them on the next mission or in the hospital.
- Once a soldier's equipped, keep him equipped. No reason to remove gear from a soldier I've set up just so but needs some R&R in the hospital, or just want to switch his aircraft. This would require, however, a way to deal with a soldier's equipment outside of the aircraft loadout screen.
- If a weapon has no ammo (IE: Producing guns and not clips), Offer a warning or show the available ammo in the gun on screen so we can see this, instead of assuming there's a clip in the weapon.
- Show the weapon's skill usage on the equipping screen (sniper, heavy, assault, close, High Exp).
- Lighten up a little on the selectivity on placing items in a specific slot. I've started going faster on equipping screens and dropped an item into the hand only to have it returned to the floor. Also when dragging things to the floor in base let it auto-sort itself instead of finding a blank space for it.
Hiring Soldiers:
- Took me a bit to realize that more people would become available eventually when I first started. Something indicating when the next batch becomes available, or a note that pops up on the geoscape (and stops time) would be nice when new recruits are available.
Buying/Selling gear:
- Don't show gear equipped to soldiers as sellable items. Nothing hurts worse then realizing Bazooka Joe went into combat without his Bazooka...
- A sell all button, or sell 10x, would be nice.
Tactical Map:
- Instead of control, Rt-Click to turn would be nice. The 'middle click' doesn't work well for laptop users.
- Hot keys to the weapon's firing system and being able to arrow to select which you want would be nice.
- A little more wisdom on the High Explosives weapons (grenade and rocket launcher come to mind) when you set them to reaction fire and shoot right next to a team mate.
- Destructable environments - When I looked over the map editor you have, it seemed like you could build destructable buildings and whatnot... is it just a matter that there are no maps built with this or does it need further review?
- Reasonable firing lines for snipers. Example: Sniper's on a roof, sees the enemy (via his head, he's below him). So, I aim headshot, and I get nothing but roof... In theory, a sniper would shoot from head to head on a headshot, not waist to waist. Under most circumstances, if you can see him, you can shoot at him, even if your chances are miserable in connecting.
- More distributed stats for both players and aliens. It's amusing to see a recruit with outstanding or superhuman gunning abilities... and a speed of 8. I'd like to see the results brought towards an average, and a lower average at that.
Base Map:
- Some items are hard to tell how much room they'd take up before you install them, IE: Large UFO Bay. Put an outline on the base map during building placement so we can see what it'll take up.
- Lower the price for hospitals (or create a cheap 'first aid bay' or something) if we can't force hire new recruits.
- Add in some non-camo camo, like red/blue/yellow... I like to be able to tell at a glance who's my cannon fodder, and who's not. While we're at it, can we get the checkbox that decides if a camo scheme affects the whole ship or not to work properly?