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Messages - bluereaper75

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1
Offtopic / Re: UFO online
« on: June 07, 2013, 11:03:39 am »
I will try to sugar coat this as much as I can: It looks like a poor mans version of that "Falling Skies" show, and the base is ripped directly from Xcom

2
Bugs in older version (2.4) / Game freezes on interceptions
« on: June 07, 2013, 10:53:38 am »
So, whenever I send out stilettos to intercept alien fighter and scout ships, the game freezes when they contact each other. The soundtrack still plays, but I just keep hearing the firing noises of them shooting at each other, just at a very slow pace. It happens almost every single time, and every single time I send out interceptors the game freezes and I have to shut it off.

3
Design / Re: Things to learn from Xenonauts?
« on: November 18, 2012, 08:38:57 am »
Only thing I want to see from xenonauts is the directional cover system that game has

4
it seems to me that in the case of an alien invasion, when you unlock certain technology such as laser rifles, laser turrets, alien aircraft plating and powered armor, wouldn't it be a good idea to share that technology with the armies of the world? I know in the game back-story, when the military tried to fight the aliens on their own terms, they seemed to put all their efforts into play.

How different would the end result be if they were armed with your weapons and aircraft?

Would it ever be explained why the technology you gain isn't being applied to the rest of the world? I feel like it would make PHALANX have a bigger impact if that were the case. Maybe that could be a long-term goal in the future?

5
Design / Re: Improved Air Combat (coming soon...)
« on: November 18, 2012, 08:21:51 am »
wow thats really cool! Will there be any city backdrops for air combat, like when the UFO flies over urban areas?

6
Feature Requests / Proposal: Black-ops camo uniforms
« on: November 18, 2012, 08:18:03 am »
Small request, but I would like black colored camo as a feature so I can make my team look more swat like

7
Why hasn't there been an x-com/UFO:AI styled facebook game? I have seen games pull off a turn based tactical combat system that works like this game, and I have seen how base could work (although making it farmville-like probably wouldnt sit well with others).

I think someone should make it.

8
Feature Requests / Laser turrets for SAM sites?
« on: September 22, 2012, 09:48:20 pm »
I was wondering if it was ever possible to put base-defense laser turrets onto the sam sights in the future? I feel like the technology of a laser cannon is being underused here. Like if it was an option in stead of having just missiles.

Thank you for your time

9
Design / storyline question: Why is phalanx a secret organization?
« on: March 25, 2012, 10:02:43 pm »
I mean the intro of the game talks about UFO's attacking cities and killing thousands... the panic caused by this worldwide must be immense, so why is phalanx a secret organization? It seems to me that the government could go public at this point, since the alien/human war is hardly a secret, and because it would be a morale booster to know something like this.

10
Bugs in older version (2.3.1) / Soldiers stuck in dropship on city map
« on: March 23, 2012, 07:32:22 pm »
Hello. I am having issues with the parking garage city map. The issue is that I am unable to get my soldiers to leave the dropship. At best, I can get maybe one to leave. the rest are locked inside of it and wont move. Because of this, Im unable to do big city missions. I cant speak for anybody else who has experienced this problem so Im just here reporting it.

11
Tactics / Re: My battle strategy
« on: March 22, 2012, 05:54:38 pm »
I always go for the "Aliens(like the james cameron movie)" approach:

2 heavy machine gun soldiers lead
4 soldiers (3 assault and 1 shotgun guy usually) follow them
1 sniper at higher ground providing overwatch
1 heavy explosives guy circling around to watch for any alien flankers. If my main group comes under fire from aliens under heavy cover, i have the explosives soldier flank the aliens and bomb them.

when taking on landed harvesters, heavy MG guys go in first, everybody follows. 1 MG and 2 assault guys per hallway. everybody covers each other when somebody moves. surround the middle staircase area, wait for aliens to pour out.

12
Tactics / Re: Where/why/how many bases do you build?
« on: March 22, 2012, 04:54:11 pm »
I put one on every continent. Every one of them is surrounded by 3-4 SAM's with overlapping rings of fire.

HQ and UFO yard in America
Research and Development in Antarctica
Stiletto, Firebird, and Saracen bases everywhere else.

13
Tactics / Re: Base invasion
« on: March 22, 2012, 04:40:13 pm »
I always set my base up so that only the entrance connects to the hangars, with the storage room between the entrance and my bunk rooms. perfect chokepoint

14
Offtopic / Re: Firaxis Games announces XCOM: Enemy Unknown
« on: March 22, 2012, 05:31:19 am »
who said you could only have one base? i saw an interview where one of the devs mentioned having "bases"

15
Design / Re: So, what happens to alien weapons when you sell them?
« on: March 22, 2012, 03:12:38 am »
thats cool. just proposing this as a ufopedia thing. Just something I always wanted to know was what happened to all the alien weapons you sell that you dont need. thats all

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