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and given the key part of the base defense was the command center. Anyway if you look at how xenonauts bases were built, the central segment, the command center, already negated that type of build. True, but that way you sacrifices slots for defensiveness, so it is not really optimal from a base tile use, it is optimal from a defensiveness pov. it was like the three abduction mission combo that triggered in Firaxis game, it felt more like boardgame logic than a computer game one but here it strikes me on keeping things artificially narrow, with you having no way of dealing with it. I could see a need to have a central HQ and have the department heads there, but subsidiary bases for response?Īgain, creating narrow spots is fine, where you juggle limited resources to the best of your skills. While it is ok to have interceptor bases all over, it seems you can only have one troop base, this strikes me nonsensical.
Xenonauts base plus#
in part it had a good basis: being able to build bases wherever you want was never a good idea for the immersion thing (and plus there were better places to put bases), the cold war mechanics could have been great here, having to lease bases off NATO and Warsaw Pact (and China as well) to keep em happy and not lean heavily one way or the other. It's already nearly done with its initial funding goal after its first couple of days, so we'll see what the priority of certain stretch goals such as single-tile vehicles (think SHIVs) or tactical weather conditions are soon enough.Īlso has a playable tactical demo, if you wish to try it out (though this part is one that hasn't changed that much from the X1 days so far).Ĭlick to shrink.True, but it was never internally consistent, there was no good reason why you are limited to one troopship, and here you are going to have to split the use of the troopship for combat ops or logistic ops, while I can see the juggle as an interesting thing, the planned implementation strikes me as forced.Īnd seeing the logic of why they went for one base was. Game also has its own take on covert operations/actions from the nuCOM series: operations can be done to improve country relations, recover UFO parts from UFOs that were mostly destroyed from an interception, redirect alien attention to a patsy organization (ie make the aliens think the CIA or KGB is onto them instead of the Xenonauts still being operational), etc etc.Multi-tile vehicles will not be returning: the devs felt they couldn't get the balance for them right and either they were something you would never bring or was something you always brought.Managing country relations matters a bit more as a country's readiness influences how prepared they are to handle alien events occuring in their area: you may want to try going less lethal on the above mission type to help keep this down.
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To give a quick summary of it for those who haven't been keeping up with it: Xenonauts 2 is now a thing on kickstarter!
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