5/17/2023 0 Comments Xenonauts base upgradeThe 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. 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. 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.
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