![]() Other limitations can be energy (produced by reactors), storage room and living quarter. Limitations on buildings: Hangars should only be allowed to be built at the side of the base for planes to be able to leave the base and yes they should be 2x2 and yes: each hangar should only be housing a single plane which should be visible when in the hangar for visual flair and overview of what is where and how many. What the heck: place a devastated base icon on the map or abandoned base marker to make the world more reactive to the campaign events and refect game progressģ. In some cases it should be a valid choice to decomission an existing base containing a bunch of hangars for example as the countries around it have all fallen to ruin and are not actually paying into the budget anymore - this would work excellently at throttling base expansions and serve as a dynamic difficulty (one a base is destroyed by aliens you have more money left over at the end of the month to rebuild). Players should be able to build a practically unlimited number of bases BUT each base should have a high enough maintenance fee to ensure additional bases are only built if they are really worth it and the player is doing well. so that it works naturally and gives a bit of variety to each base, provides instant recognition and collect-em-all feeling besides allowing the player to just look at their base without being instantly bored and/or discussed by the models/bland color choices This is a screen where the player will spend the most time after tactical battles and maybe the Geoscape and is the basis of game progression: it needs to reflect thatĢ. They shouldnt of course contain only these colors but subtly warry on them viaa markings, some of the equiment paint etc. e.g: Hangar blue, Living Quarter Green, Factory brown, Reactor yellow, Defense Buildings red etc. The art needs to be popping, fitting with the era and game UI style AND each type of buildings needs to have its dominant color scheme to instantly set them apart visually. ![]() Xenonauts 1 kept the original approach which I liked but highlighted some of its shortcommings so now that X2 decied to improve on the base concept here is my therapeutic list of improvements I have expected from PP and now hope will be found in X2:ġ. Was terribly let down by the base building of Phoenix Point and while I did enjoy some of the innovations that were introduced for XCOM the concept was far too limited
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