Xenonauts 2

Xenonauts 2

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Shepard Dec 17, 2023 @ 1:34pm
Reworking the model of light/heavy variants of the Stalker armor to make more sense
Ok, it's probably my OCD talking, but hear me out :

For context : pre Milestone-2, if you wanted to add more armor to a soldier, you needed to add an armor plate module to its inventory. Since Milestone 2, armor plates are replaced with a toggle-switch that enables an heavy variant of the soldier's current armor (which is honestly much better). On top of that, you also made the normal/heavy variants of the same armor visibly different, which is a nice attention to detail.

However, on the Stalker armor, something feels wrong. The base stats of the armor says that it makes the soldier immune to gaz damage, which made sense because in Milestone 1, the armor model had an integrated rebreather no matter what... Not anymore in Milestone 2, as the light variant is simply the Stalker armor without the helmet.

Maybe it was always intended as a stopgap measure, but I think it would be very nice if the model of the armor model could be redone a bit :
- The "normal" variant of the Stalker should be the current "heavy" one, that means with the helmet displaying. It would make sense, as said previously, the armor provides gaz damage immunity. Also, that would means that when the cloaking is on, the soldier's head would still be perfectly visible (which is funny to imagine).
- The "heavy" variant should be made a bit beefier with some visible reinforcements around joints and vital areas.