- Xenonauts base attack generator#
- Xenonauts base attack update#
- Xenonauts base attack skin#
- Xenonauts base attack full#
The FiraxisCOM system failed because it made base attacks not happen (except a scripted event), it made you have a secret organization with a single base worldwide, and led to a passive geoscape where you just press on a button and wait to get new missions. Always ask yourself: What happens if the aliens come in and blow up my base - you know, the one with all the officers, soldiers, the retrieved tech, etc? If you can't provide a in-game answer beyond "You die lol" and no ways to address it, you need to change the design. Substituting it with a arcadey single-base system is dumb. I don't mind getting rid or changing the base system, but do remember that the design philosophy of the original X-COM was all about simulationism.
Xenonauts base attack update#
We'll post up an update when the new version of the Editor is ready - in the meantime, if you have more suggestions for new facial variants feel free to post them up in the comments!
Xenonauts base attack skin#
It'll take a few more days for us to get these sorted out so they support all the different skin tones and hair colours etc. You can see a preview of some of these new layers below.
Xenonauts base attack full#
The first batch of suggestions were decided to paint up were additional eyewear variants, a few variants of facial hair longer than stubble but shorter than a full beard, and some hair versions that add some longer hairstyles and some additional versions of receding hair.
Xenonauts base attack generator#
We'll be locking down the final stretch goal order tomorrow, so remember to vote here if you still haven't voted!Īs mentioned in the last update, we've been taking some suggestions for additional art for the Portrait Generator - well over a thousand people have signed up to put a custom soldier in the game now! With 24 days left to go and £115,400 currently pledged, we could potentially still hit all of these stretch goals! As pledges usually tail off after the first (and last) three days of a Kickstarter, it's really great to see that we're still raising a strong amount of funding each day.
Or mount a Counter-Air Patrol over an area they suspect has X-COM bases, in order to shoot down your aircraft at the start of their path. They can't, for example, decide to mount a Combat Air Patrol around a mission site and then shoot down any X-COM aircraft that get near. They can only hurt you in the Geoscape in three ways - taking down your intercepting planes, base attacks and country infiltration. But later on, it makes no sense that the UFOs are letting your vessels stroll around. To the UFOs, your vessels might as well not even exist - which makes sense in the early game where they probably laugh at your puny jets while they zoom around with Elerium engines that enable them to go up to Mach 7.
One of the problems of the X-COM airgame is that its pretty much a UFO shooting gallery. Especially when you see stuff like OpenX-COM Mods - Piratez being the foremost example.įor example, one feature I think that Xenonauts got beat compared to OpenX-COM, is the air game. I think the devs should try to innovate - and by that I mean GOOD innovation, like more complex systems, not streamlining - because competition is tougher than ever.