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Author Topic: Stuff I'd love to see in XPiratez!  (Read 400377 times)

Offline Tamren

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Re: Stuff I'd love to see in XPiratez!
« Reply #1065 on: November 25, 2024, 09:41:42 am »
For urban night missions, streetlights are hard to deal with because they illuminate a wide area and are difficult to demolish. Even if you knock out the bottom block the top of the streetlight will float in midair and continue to emit light unless you manage to strike it directly with a moderately powerful weapon. If you can't snuff out the light to gain a tactical advantage then you end up just spamming smoke grenades everywhere like a normal day mission, so maybe you could tweak the lights a bit.

As far as I know the game doesn't support collapsible terrain, but maybe you could make the base of the streetlight "explosive" so that destroying either of the bottom two blocks will collapse the rest of the pole above them?

And maybe you could nerf the durability of the light bulbs at the top of the streetlight so that it's easier to knock them out with regular gunfire.

Online Delian

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Re: Stuff I'd love to see in XPiratez!
« Reply #1066 on: November 25, 2024, 01:46:54 pm »
For urban night missions, streetlights are hard to deal with

That's why I always have a few guys equipped with Golden Pistols.

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1067 on: November 27, 2024, 03:06:18 pm »
Maybe that is an engine thingh, pherapsh may be possible, don't know.. as for the new N10 which adds the flintlock MAG ammo, why not make it avaiable for the air musket, and for the flintlock rifle too? Such tech advanced bullets would fit better on more modern firearms 8)

Online Delian

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Re: Stuff I'd love to see in XPiratez!
« Reply #1068 on: November 27, 2024, 04:54:44 pm »
Facility Blueprints:
Make all facilities require a blueprint. For instance, before Hangars can be built, a Hangar Blueprint has to be obtained and researched.
How does the player obtain a blueprint? In various ways. It could be anything from a laborious production (requiring thousands of work-hours), to obtaining them on special missions.
This is different from one-time use blueprints (such as one for BioTech Lab) in that the blueprint only has to be obtained once to construct any number of such facilities.

Offline Tamren

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Re: Stuff I'd love to see in XPiratez!
« Reply #1069 on: November 28, 2024, 08:32:36 am »
I think the 2-slot bandage kit should be wearable in the body slot. You can wear canteens and regular medkits in the body slot, but the bandaid kit can't go there because what exactly? Just seems odd, it looks like a fanny pack that should come with a strap. A lot of the time I end up using the full medkit instead even if it is heavier because some of the lighter armours like swimsuits may have a body slot for clothing, but no belt or pockets.
« Last Edit: November 28, 2024, 08:34:34 am by Tamren »

Offline Psyentific

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Re: Stuff I'd love to see in XPiratez!
« Reply #1070 on: November 28, 2024, 09:20:44 pm »
I think the 2-slot bandage kit should be wearable in the body slot. You can wear canteens and regular medkits in the body slot, but the bandaid kit can't go there because what exactly? Just seems odd, it looks like a fanny pack that should come with a strap. A lot of the time I end up using the full medkit instead even if it is heavier because some of the lighter armours like swimsuits may have a body slot for clothing, but no belt or pockets.
Try putting two bandages in the head slots or one bandage in the jewelry slot.

Offline Tamren

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Re: Stuff I'd love to see in XPiratez!
« Reply #1071 on: November 29, 2024, 04:18:28 am »
Yeah I already knew about that, I'm just wondering why the bandage kit exists at all if it's not as useful as two bandages side by side. The description of the bandage kit even pokes fun at this fact, "surely it must be good for something right"? As it stands the only reason to use the bandage kit is on lighter soldier like gnomes and catgirls who may not have the weight capacity to carry a full medkit, but again, even in that niche situation it may still be useless if the soldier doesn't have any pockets.

This is why I made the suggestion. Making the bandage kit wearable in the body slot would turn it from incredibly niche to extremely useful all of the time because you could now wear it in the body slot and still have room for another 4x4 object like a canteen on most armours. I can't see any reason why this should not be the case, it's almost a joke item otherwise.

Offline termidor

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Re: Stuff I'd love to see in XPiratez!
« Reply #1072 on: December 02, 2024, 02:05:18 pm »
After my last game, one thing I would love is for some in between armor for Looknars between the slayer armor and the real advanced stuff that offer some real protection besides the plate mail (that kind of take away the soldier type advantages). Currently the slayer armor create into me the most akin similitude to the flak armor of the 40k guardsmen as while my other troops carry tac armors, blue tac armors or power suits, the small Looknars are hoping that their papaer mache armor will somehow stop the plasma shot coming their way (spoiler: they tend to die from it). That they don't even get access to Loader suits is almodt a criminal offence  ???

On second point, I wonder if it would be possible to make different soldier types more worthwhile by playing around with carft size and crew limits: make for example that while an air bus can carry 6 gals, it can fit 7 peasants. Don't think it eould be possible with the current OXCE ruleset however.

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1073 on: December 03, 2024, 02:32:54 am »
Yeah I already knew about that, I'm just wondering why the bandage kit exists at all if it's not as useful as two bandages side by side. The description of the bandage kit even pokes fun at this fact, "surely it must be good for something right"? As it stands the only reason to use the bandage kit is on lighter soldier like gnomes and catgirls who may not have the weight capacity to carry a full medkit, but again, even in that niche situation it may still be useless if the soldier doesn't have any pockets.

This is why I made the suggestion. Making the bandage kit wearable in the body slot would turn it from incredibly niche to extremely useful all of the time because you could now wear it in the body slot and still have room for another 4x4 object like a canteen on most armours. I can't see any reason why this should not be the case, it's almost a joke item otherwise.

+1 from my side

Also would be nice to see a mig-25 as an early low tech plane, maybe "contact: ship junkyard" topic might be needed to purchase it?

Also, a mission to be unlocked after !bandit business! has been researched that requires to deal with a sectoweed pusher...

Offline eharper256

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Re: Stuff I'd love to see in XPiratez!
« Reply #1074 on: December 03, 2024, 10:27:21 pm »
Copying my suggestions from the other thread in case this one is looked at more:

>> Hybrids route: 50 Sectoweed to recruit 1 Hiver is a massive amount, and compared to other routes paying cash for new recruits, is a big downer for the route.
>> Related: Plantations just trigger events for harvest every month rather than needing the de-construct tango.
>> Still not a fan of gating Bounty Hunts to Rank 2, it's worth a lot of needed score early to counter the fact that your intercept game is even laggier than before.
>> Slightly ease requirements for [Contacts: Ship Junkyard] to [Steam Power] AND [Flintlocks & Bombs] instead of Workshop, still nearly as many prerequisites: just missing the two BIG offenders of chance, Durathread and Guild Stapler, which can prevent you getting 14mm for a LOONG time if unlucky.
>> The massive gap between TIGER and RAPTOR. Either embrace the fact it's an F-14 and make it's DV slots into MS/DV, or give an extra necro-jet in between. If you don't interact much with the ninja's to provoke them especially. It's also super weird that you need Ship Junkyard to get TIGER, which needs Workshop, but only Workshop to get RAPTOR.  There are many small sprites around for an F-22 or a Typhoon, which would be nice counterparts to the fact that Ninja Jets (and Raptor) is based on the Russian Berkut.
>> Lastly and most importantly: Gnome route. ;D

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1075 on: Today at 10:20:49 am »
Copying my suggestions from the other thread in case this one is looked at more:

>> Hybrids route: 50 Sectoweed to recruit 1 Hiver is a massive amount, and compared to other routes paying cash for new recruits, is a big downer for the route.
>> Related: Plantations just trigger events for harvest every month rather than needing the de-construct tango.
>> Still not a fan of gating Bounty Hunts to Rank 2, it's worth a lot of needed score early to counter the fact that your intercept game is even laggier than before.
>> Slightly ease requirements for [Contacts: Ship Junkyard] to [Steam Power] AND [Flintlocks & Bombs] instead of Workshop, still nearly as many prerequisites: just missing the two BIG offenders of chance, Durathread and Guild Stapler, which can prevent you getting 14mm for a LOONG time if unlucky.
>> The massive gap between TIGER and RAPTOR. Either embrace the fact it's an F-14 and make it's DV slots into MS/DV, or give an extra necro-jet in between. If you don't interact much with the ninja's to provoke them especially. It's also super weird that you need Ship Junkyard to get TIGER, which needs Workshop, but only Workshop to get RAPTOR.  There are many small sprites around for an F-22 or a Typhoon, which would be nice counterparts to the fact that Ninja Jets (and Raptor) is based on the Russian Berkut.
>> Lastly and most importantly: Gnome route. ;D

Agree on all but the gnome route, they are too small and too weak and could not use most of the weapons ingame, i'd leave these as side characters useful for spefific misiosns  like ratmen cache  ::)

Offline eharper256

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Re: Stuff I'd love to see in XPiratez!
« Reply #1076 on: Today at 04:41:27 pm »
Agree on all but the gnome route, they are too small and too weak and could not use most of the weapons ingame, i'd leave these as side characters useful for spefific misiosns  like ratmen cache  ::)

WHAAAAT. Gnomes are amazing, bro. Huge Stamina means constant CTRL-Click running every turn without problems so they can easily get into close range, and Huge Bravery means absolutely insane damage with Silver Snake and Kustom Handcannon, you don't need big weapons with them, just weapons that take a portion of bravery as damage. Once they've got tactical gear, they have innate stealth and NV too, so don't even see much return fire.

Seriously, my first gnome has more kills than most of my starter gals from dashing in and blamming multiple enemies with her Silver Snake, or later her Linux Origami. When your revolver is hitting like a sniper, you really don't need big guns. Linux Origami is around 63 damage 5 times, better than 5 Light Cannon shots, for just 30% TU, in the hands of an elite Gnome. And when you have voodoo, even better: their huge Voodoo power makes Rod of Hellfire chuck out a napalm blast that covers around 9x9 tiles in flames. Absolute powerhouses.

See that Silver Snake Damage in the screen shot: It's 0-128!
« Last Edit: Today at 05:08:39 pm by eharper256 »

Offline greattuna

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Re: Stuff I'd love to see in XPiratez!
« Reply #1077 on: Today at 05:42:38 pm »

-snip-


Since we're talking about game changes, I'm going to throw in my own two cents:

>Hivers: I imagine it's that way because (almost) everyone can hire bugeyes with cash already past a certain point. The hivers' voodoo is also going to be much better thanks to that +5 VPWR and VSKL, and a singular sectoweed harvest can net you enough for, like, 4 of them? Not to mention an option to just buy sectoweed once you research Contacts: Reticulans.

>Plantations: It would be nice, but that's the way it's done due to engine limitations. The event checks look for whether you have a plantation, not how many you have.

>Bounty Hunting: In the first few months you could easily maintain positive score without interceptions before, and you can still do it now. I actually quite like having it pushed back for two months, because it means I don't need to rush it in january.

>Ship Junkyard: Durathread is very common, but stapler can mess up with your plans indeed. That said, even without junkyard you have ways of getting more 14mm ammo, or even using different weapons altogether.

>Tiger and Raptor: I agree that there's a big gap between the two, and even bigger one between Tiger and next interceptor you'll actually be getting (Corsair), but giving Tiger missiles would do scarcely little to make it relevant; by the time something better than Spike and Seagull appears you'll be using better vessels anyway. It's already got enough firepower to dominate early-game ground and air traffic; the problem was always the speed not letting it catch up to anything better. So if I were propose anything it'd be another faster jet craft between Tiger and Corsair, at somewhere about 1400-1600 knots of speed; just enough to catch a freighter if a player is lucky to spot one, and an alternative if you can't or don't want to engage with ninjas too much.

>Gnome route: not really feeling this one myself, they have their niches, and that's perfectly fine. I actually like them more as a support unit, and in my opinion, they don't need more spotlight than they're already getting.

As for what I'd like to see: more ground vehicles past the first few months. Something to give the divebombs more reasons to be used beyond ninja APCs and crawlers and occasional necroplane. Maybe a convoy with a big tank, or a raider band accompanying a vehicle similar to the one we're facing in the Defend the Fort! mission.

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #1078 on: Today at 07:49:21 pm »
WHAAAAT. Gnomes are amazing, bro.

Ahem... actually they are always recruitable once "the cinderella project" research project is completed, (need only a "boot" ) so i'd leave as it uis now. I cannnot tell abiyr vidoo since in my run i tend to disregard it, my bad >:(

As for what I'd like to see: more ground vehicles past the first few months. Something to give the divebombs more reasons to be used beyond ninja APCs and crawlers and occasional necroplane. Maybe a convoy with a big tank, or a raider band accompanying a vehicle similar to the one we're facing in the Defend the Fort! mission.

Yes agree also on this, overall i got the impression that early game needs more refinement, and pacing needs to somewhat to be slown down.

As of now there are five main  paths (gals, peasants, males, cats, hybrids) and five auxiliaries (locknaars, gnomes, ogres syns, ogres), with malescand cars that can be hired in any main royte, i think it is enough, what do you think guys?

I really think mag munitiibs shold becavauable firbsome mire weapons, an in-between lasers and gausses because unlocking star gods weapons requires loooong time, what about that, golks :)