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Xenonauts base defense fan art
Xenonauts base defense fan art











xenonauts base defense fan art
  1. #Xenonauts base defense fan art generator
  2. #Xenonauts base defense fan art code

#Xenonauts base defense fan art code

This feature is mostly implemented already, we just need to set up the code that forces you to sell items if you go over your store capacity (there's currently no penalty for doing so). If you want to store large amounts of equipment at a base you'll need to build a large base store. The original Xenonauts had bases that had unlimited storage space, but in X2 we are introducing the concept of storage capacity. The question is really whether we can find enough interesting bonuses on different rooms to make it worthwhile to support the extra UI.Īgain, we'll be evaluating this system as development progresses - it's already set up but we need to be sure that it's actually making the game more interesting, not just more complicated! Each slot can also cost power individually, so assigning a Scientist to a Radar might increase the range of the radar by 10% but also cost an additional 10 Power. The main issue with this system is the complexity of the UI required, as displaying a base with an overlay that shows which buildings have what staff assigned to them (and possibly also the power consumption) proved very cluttered,Īnyway, system is potentially interesting because the player does not have access to an unlimited number of scientists and engineers like they did in the first Xenonauts, so choosing to assign them to a base structure could be quite a significant choice. This system is already in the game and functional, but is currently disabled.

#Xenonauts base defense fan art generator

The personnel slot system allows you to assign staff to specific base structures to increase their effect - for example, assigning an Engineer to a Generator would cause it to generate more Power. If having to manage Power just ends up being annoying, we'll probably disable it for the final release. I'm not sure it adds much to the game right now, but it could be quite interesting in conjunction with some of the systems below (notably the Personnel Slots). We'll be evaluating this system as development continues. This system is already in the game and fully functional.

xenonauts base defense fan art

Most people will be familiar with the idea of a power system from XCOM or other games that involve building a base - certain structures generate Power, and you need enough available Power to construct a building. The following systems are explained below: We also have a few more ideas for things we could add to the game that might make the base mechanics more interesting overall, which we'll be looking into during the playtesting phase.

xenonauts base defense fan art

We therefore have a number of new mechanics already implemented into the game that we could use to improve the base screen, we just need to experiment with them to see if they actually make the game more interesting. The base mechanics in the first Xenonauts were already perfectly servicable, but we've also carried over several of the mechanics we had experimented with when we were using the 2D side-on base. We therefore transitioned back to the classic X-Com / Xenonauts base mechanics with multiple bases and dropships etc. Our original plan was to have a single side-on base that housed only a single dropship (much like the modern XCOM games), but after experimenting with that setup we found it left the strategic layer too barebones. The base mechanics in Xenonauts 2 have seen a lot of change since we first started developing the project.













Xenonauts base defense fan art