Construction costs $200,000 and takes 10 days. There's about 25 of these in pre-set locations on the map, with 4 to 5 in each of the six funding regions. Conceptually the construction of a Liaison Office represents the Xenonauts setting up an embassy / local command center to co-ordinate with the local region, granting permanent bonuses to both your organisation and the local region. One of the larger mechanical changes to the strategy layer is the addition of Liaison Offices, which add a degree of territory control the strategy layer. Liaison Offices (Scientist / Engineering Recruitment): In conclusion, we're aiming to make the strategy layer more interesting through a number of subtle improvements and balance changes that should collectively make for a much more engaging experience. Alien base missions now spawn resupply missions like in the original X-Com, and we plan to make alien base attacks more likely to be targeted at bases that house your most active interceptors, etc. For instance, the aggressive UFOs on Air Superiority missions that will attack any of your aircraft that they encounter now possess squadsight, so they if you approach any other UFO within a certain radius they will light up their afterburners and attempt to protect it. We're tweaking the way Relations (now "Panic") works and adding more strategic pressure from the Orbital Bombardment mechanic (see below) to try and balance this out.įinally, we're trying to make the alien activity more closely related to the player's actions. You gained Relations with a region by shooting down UFOs, and shooting down the UFOs also prevented them from damaging Relations - so any region where you had strong air forces would quickly trend up to max relations / funding and just stay there for the whole game. The other problem was that long stretches of the game could be kinda boring when you were doing well. Clearly, this doesn't make for a very interesting player experience and it's something we've addressed in X2 - the creation of some terror sites and alien bases is now independent from UFOs, so achieving complete air superiority will not lock you out from ever seeing those missions (in the final game ideally about half of them will be spawned from UFOs and thus preventable). Almost all alien activity in X1 was driven by the UFOs, so shooting them down shortly after they spawn stops them from even spawning terror sites, creating alien bases or attacking your bases. One of the problems this caused was that the player would ONLY encounter crash sites from the point they gained air superiority. The optimal way to play the game was to gain interceptor cover across the entire planet as quickly as possible, and once you had sufficient numbers of interceptors (assuming you kept them appropriately upgraded) spread across the world the strategy layer ended up being rather simple - the UFOs would spawn and immediately get shot down. The strategy layer in Xenonauts had a few problems that would show up when the player was doing well. Liaison Offices (Scientist & Engineer Recruitment) It is here that the war against the aliens unfolds, with extraterrestrial units and UFOs appearing on the map to threaten the funding regions and you deploying your aircraft and soldiers to defend them as best you can. The goal for our changes in Xenonauts-2 is to give the player more choices and make the strategy map feel more reactive to what the player is doing. The Geoscape is the central command and control screen of Xenonauts-2.
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