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Messages - koduesp

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Discussion / 2.6 (june) almost finished on Standard
« on: July 01, 2014, 06:10:23 pm »
Hello!

Very soon I'm finishing UFO: AI 2.6 june version on standard difficulty, and this is my feedback from it.

First 2.6 seemed easier than 2.5, but I'm quite sure that's just because I didn't know how to play when I started 2.5. It "hard" for me from now on, looks like.

Second - despite not being labeled as a stable release the game has not crashed even once.

I've collected a few thoughts for Geoscape and Battlescape. Perhaps such input is wanted, perhaps not. All in all I've been very happy for what's been done to Ufo: AI - barring some glitches in the UI there has been absolutely zero changes to worse.

Geoscape:

1) + Buy/Sell: At last market is not an instant teleport system with no drawback whatsoever. The cost isn't very big, though. Selling price could probably be even less, though again I'm not sure if harder difficulties would suffer from less cash.

2) - Alien bases: I've found exactly one alien base during whole game. I'm not sure what has happened here or if I've just been unlucky in finding them, but the only time I found one was when the aliens had constructed it less than 1000 kilometres from Phalanx base. It wasn't this hard in 2.5, and if I'm not imagining whole thing, this may very well make a nasty bottleneck in game progress.

3) - Alien fighters/gunboats: It's way too easy to lure a gunboat to certain death by launching aircraft/going back to base. At first I was afraid if it gave away my base position to aliens, but this doesn't seem to be the case. I'd hope there was some kind of limit in how many times you can pull the alien craft back to your base defenses before they give up, or at least that they'd retaliate.


Battlescape:

1) + Smoke grenades: I love the stun damage. In fact I would hope that nanocomposite and power armor didn't ignore the smoke stun damage completely. The stun damage makes it a bit riskier to abuse the hell out of smoke grenades, and long shots have a good chance of stunning your soldiers even if they don't deal too much damage.

I would suggest that nanocomposite armor would receive less stun damage from smoke, and power armor would receive the minimum amount of stun damage from smoke.

Heck, you might even make a gas mask item that goes into the same slot with IR goggles. That way you could either have IR spotter or a soldier who doesn't get knocked unconscious too easily, but not both. It'd be a meaningful tactical decision.

2) - Morale: I would like to see morale playing a bigger role. Soldiers got some morale effects only when they get near-lethal damage. Civilians who die close by could lower morale, and maybe all near-miss shots against a soldier too? Of course I don't know if morale functions better on harder difficulties, but right now it might just as well not be in the game.

3) - Weapon balance: Something is wrong when enemy survives 3x 3-round blasts from Plasma Blaster, and it's the most advanced COB weapon. But there seems to be quite a few topics already about this, so I just say that I'd like to see more viable builds for soldiers.

4) - Repetition: I'm aware that 2.6 is mostly an UI update, so I guess it's quite unlikely that new aliens will be added to the game. However, a few more alien types would be welcome, since you pretty much know what to expect. Different mission types might help, but even vanilla missions would become more interesting with more variation in aliens you're going to face.

A few times I had a mission where was a ton of hovernets all over the place and not much else, and those did feel a bit more entertaining and different. But there's only so much you can do with 5+2 different aliens.

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Feature Requests / Re: Building Upgrades
« on: February 15, 2014, 11:27:02 am »
Whoa.

I read this thread and decide to write a little longer and better thought reply after I visit a grocery shop.

When I come back, this Visitor guy has pretty much already answered all the points I was about to raise - and probably in better grammar I could have achieved :)

I'm actually quite amazed that this post generated even this much discussion. Usually any sort of suggestions in game forums fall to deaf ears, because (as it reads in the contribute to project page) free games usually need actual work done rather than ideas.

Anyway, I'll still chime in a little bit.

I'm actually playing the 2.5dev version, and indeed this suggestion didn't stem from frustration to slow research or disassembling. In fact it came out as an idea that I thought would be something I would enjoy in a game like this.

At the moment of writing I'm probably quite late in the game, as I'm researching orbital ufo activity. At this point in the game two things encouraged me to write this suggestion about building upgrades.

1) When you create a new base, there are some "rock" areas. Now, one of my bases had annoying number of those. I don't, however, see these rock areas as a bad thing for the game, and I wouldn't want them removed. But if I did have some tools at my disposal to cope with these obstacles (by paying premium price for premium services... or facilities) I'm pretty sure I'd love that option to be there.

2) A fully built base becomes boring. When every square has been filled there is nothing left to do within that base. Visitor had a good point that game shouldn't devolve into base building sim either, but I'm sure thing could be kept simple enough. With some possibilities to tweak your base even after you've built it full would make interesting and meaningful choices a part of base building even during later stages of the game.


So... in a few words, I don't want easier or faster. I just want... more :P Neither of those two points are great problems in the game, both can easily be lived with, but to my mind they certainly are areas that could be improved upon.

If the advanced facilities are being planned in some way or another, this building upgrade suggestion could open up a few possibilities there, too. For example, the advanced laboratory that was proposed would be required for some late game researches. Merge these two ideas and there you got a meaningful late game choice for laboratory building upgrade.

This post is starting to go beyond proper lengths, so I will continue some other time. I want to thank everyone for the comments and interest on this topic.

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Feature Requests / Re: Building Upgrades
« on: February 14, 2014, 10:29:24 am »
How would that make the game any better?

Easier maybe, because the player doesn´t need to build new bases in order to expand it´s research and workshop capacity. Players always want the game to be easy.

Easy games are for children.

Better as in "not so annoying". Yes, of course game is harder in some ways if there just isn't options available to adjust to different situations. But I don't think that's a good way for a game to be hard.

However, if properly balanced, it wouldn't make game easier in a bad way (that is, easier to win), but would add nice option to have. I admit it, I'm a sucker for options :D



There was this link to proposed advanced facilities... well, if that's the way to go, I'll probably love it. My thinking here was mainly focusing on not messing up too much with the building sizes and such, so it'd be less effort to include this as the game would need a lot less additional maps, graphics and whatnot.

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Feature Requests / Building Upgrades
« on: February 13, 2014, 09:35:58 pm »
Hello!

I have a suggestion that I don't think would be too hard to implement, and wouldn't be entirely out of original X-Com. Of course back then there wasn't a possibility to upgrade buildings, but with this suggestion base layout wouldn't need to change, and not even made any bigger.

With appropriate researches there could be an option to upgrade buildings in base. Upgraded workshops and laboratories would allow for more workers and scientists to do their magic, and living quarters would accommodate more people. This would be balanced with initial upgrade cost and greater running costs.

Radar and Advanced Radar could be made into one building.

Keeping it simple like this would just add a bit micromanagement and add a little content.

However, if anyone on the Dev department fancies it, there could be even some added specialization to these upgrades.

For example, living quarters might be upgraded later in the game with some sort of training facility - having even a really slow idle stat gain for rookies would tremendously help in getting soldiers to actually equip late-game tech.

Well, this was my suggestion. I guess I try not to bloat this one, so I'm pressing the "post" button instead of extending this suggestion into novel lengths :P

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