Hi Guys,
I just tried this game (version 2.5 release) over this weekend, and it's a lot of fun. Great job!
I have some feedback, it's a bit rambling but oh well:
1. Reaction Fire mechanics aren't very well explained in game. There's already a battlescape tutorial, perhaps a little more explanation on how RF works, how to choose a fire mode, etc would help. That picture on the forum with all the callouts to the various elements is really helpful, it'd be great if that could be integrated into the game.
2. UFO Types: I'm not great at remembering things just by a picture. I know my interceptors can shoot down some ships, but they're too weak for others. Unfortunately, if I haven't captured a ship yet, the game doesn't tell me what type it is, so the only way I can figure out to differentiate them is their top speed, which I think isn't unique to any given UFO. It'd be nice if the unknown UFO types had some kind of descriptor, even if it's just Large, medium, and small, so I can stop suiciding my interceptors on UFOs they can't possibly beat.
3. Maps & Cover: From reading here, I know it's a known problem, but I want to stress that some maps have just brutal layouts, where your troops are just standing out in the middle of a field with aliens around when you start the mission. Some maps just don't seem to have enough cover available. I know smoke grenades can help with that to a degree, but it would be nice if the maps were a bit more neutral, instead of favoring the aliens so much.
4. Battlescape Saving: I know, I know, it's a taboo, with good reasons, but hear me out. If you read on this forum how people play the game, and how slowly you have to play sometimes to be safe, it's not unheard of for people to say some missions, when played well, take upwards of 3-5 hours. Most people don't just have blocks of 3-5 hours to devote to a game, so their only choice is to either leave the program running, or to save it in a VM. However, there are plenty of roguelike games that prevent save scumming, yet still realize their players might not be able to finish the entire game in a sitting. That's why my proposal is that the battlescape should allow a "Save&Quit" function, and when you reload that save, the game would delete it. This prevents savescumming, while still allowing someone with limited time to fully enjoy this game, just like how most roguelikes do it.
That's all I have. I saved the best for last, really the ability to play out extended battlescape situations over multiple play sessions would be huge. I haven't seen this exact proposal before, so I thought it was at least worth throwing out there.