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Xenonauts base guide
Xenonauts base guide









xenonauts base guide

This may potentially allow us to start deploying big UFOs right from the start, as if a player wants to focus their early game on building a swarm of fighters in some regions rather than waiting for more advanced aircraft to make shooting down big UFOs more viable, maybe that could be a valid alternate playstyle.Īnyway, this set-up allows us to retain the actual geographic interception system from Xenonauts 1 rather than abstracting it entirely as I was considering before. The number of combatants in the air combat will have a much higher limit so clustering planes in a particular area is more rewarding.

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Individual destroyed planes are replaced for free within a couple of weeks by the host nation, but a damaged squadron has less firepower as well as less HP so choosing whether to deploy them should actually be a genuine choice. The planes come in squadrons of five, with the number of planes reflecting the health of the squadron. If an airbase is in a favourable location (covering lots of territory), buying squadrons there is more expensive. These will be moved onto the map to prevent there being "ideal" places to put your aircraft in this setting there are airbases in various locations that contain specific squadrons of planes for the player to requisition. Your interceptor aircraft are your primary method of providing protection to the various regions on the strategy layer. Of course, this means your forces are spread more thinly than if you had recruited the distinctly average science team in North America instead. Perhaps the science team in Australia already have operational prototype laser weapons, so if you recruit them to the cause immediately then they share the tech and you can be carrying lasers into battle from the very first mission. Each is led by a unique scientist with specific bonuses and penalties to certain types of research. Instead of hiring scientists to your main base as in Xeno 1, this time the world map has perhaps six science teams on the map who have been identified as sufficiently reliable and capable that they could be recruited into the Xenonauts. Let's take the science teams as an example. and should unlock many more potential playstyles. Moving the strategic resources to the map itself allows us to incentivise the player to protect different regions and gives them the means to do so. Of course you'll generally only have about ~3 bases per playthrough, and the shape of the world means they'll generally be in or around Central America, North Africa and the eastern part of Russia.Īs your only incentive to protect a region is the funding you receive from it, there's also not really many ways to encourage a player to protect isolated parts of the world that don't offer much money - e.g. In Xeno 1 they are contained within your base and so your main way of interacting with a region is just by putting a base nearby.

xenonauts base guide

These are the things the Xenonauts use on the strategy map - planes, scientists and engineers. I'm not sure about the "aliens win by starting a nuclear war" thing any more, but I still want to introduce a Cold War political element to the game.I want to reduce combat mission "grind" and make each mission more varied and interesting.I want to make the ground combat relatively more important than the air combat.I want to move strategic resources to the actual map, giving you something to fight over.I've been through many iterations in my head and a number of ideas have been considered and discarded. I've recently been thinking some more about how the strategy layer of Xenonauts 2 could be set up.











Xenonauts base guide