General > Discussion

Alien activity too intense?

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marc:
I wanted to add re: reaction fire, that indeed the speed rating affects reaction speed (speed attribute seems to be used for both TUs and rxns).  In xcom, the remaining TUs at the end of turn also affected rxn speed (more TUs left, faster rxn speed).  Not sure how the mechanics work for UFO:AI though.

Also, one quirk worth mentioning is that I've had agents take rxn shots during civilian movement, just like how the aliens can take rxn shots at your agents in range even if the shooter isn't targeting the active agent that is moving/performing an action (of course in this case I mention it isn't even the aliens' turn).

rlilewis:
Well I'll try to get back on topic...


Personally I think there are way too many ufos, especially given the high casualty rate they suffer. Also having to constantly fight easy but time consuming manual battles trivialises the experience and makes it boring super quickly. Even with a good autoresolve system there are still far too many of the darn things whizzing about and getting blown out of the sky.

Perhaps if the attacks could be more bursty so that you may have a period of a week or two where there are little to no attacks but then suddenly a wave of intense activity in a particular area; preferably near the player's base/s for gameplay reasons. During the quiet period you would see almost exclusively scouts who will by default try and flee if they don't feel they have a high chance of winning. Then during the intense period you will see mostly fighters and harvesters intent on landing and wreaking havok.

Of course that would put your base/operatives under great pressure for a short period and you may take heavy casualties both to people and equipment but you would have that breathing space in between to get yourself organized for the next major attack. At the start of the game the quiet periods will be long and the intense periods will be brief but this will change over time to become the opposite (rate of change depending on difficulty level).

Also I think the likes of harvester/terror missions need to be much more difficult from the get go with maximum number of aliens for a map with a mixture of taman/ortnok ALL in armour with plasma rifles or better to really put the hurt on the player and make them feel totally inferior.

geever:
Patches are more than welcome on this issue.

-geever

ptbptb:
Just want to give a "Hell Yeah!" to the "Alien activity too intense?" question.

Less UFOs, harder UFOs, higher priced UFOs. That's the direction I'd like to see things go.

At present, even cheating the hell out of the game using debug_ commands, there's just a ridiculous amount of missions to do before you can make one set of nanocomposite armor.

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