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Refreshing and Balanced class mods request


XCOM2ClassProject

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Hello my fellow mods enthousiasts,

 

Not long ago, I decided to create a mod for XCom2, a game that I got kinda addicted to. I thought that since the game was still young it would be really cool to make a mod on it so I could enjoy it for a long period. I installed the XCom2 ModBuddy, read tutorials and started getting to it. As I was done doing all the custom abilities and balancing them on paper, an imponderable struck me and I had to travel abroad right away and for a long period of time in order to fix it.

 

But enough with my little life story, here comes what I am here for today : I won't have my main computer with me and I won't be able to dedicate as much as I wanted to this mod. Therefor, I am looking for someone, maybe several people, to do all the modding part. Because as I just said, if everything is already settled on paper, I haven't got any piece of mod running so far. I thought that I could hand over everything that I imagined and organized (abilities, cooldowns, damage, range, ranks, names, GTS perks, animations, class equipment and so on) on a clear .doc or .pdf to someone that would be interested enough in what I came here with. I would like to mention that all the credit would go to those people and that a reward is negociable.

 

As for the core part now, here it comes. I figured that despite the vanilla classes and the custom classes being a lot of fun, something was lacking, some mechanics weren't pushed enough, some others forsaken.

I took inspiration in several modded classes (Necromancer, Samourai, Dragoon, Rogue, Jedi, Ninja, Grimy's Bruiser) and what the game had to offer in its initial files or what people had already came up with (Arctic Rounds, Advent Specter Camouflage for instance). You can add to that truly innovativ mechanics and other mechanics from games that I love, shake it up, and here it is, 3 class projects, with complete unique abilities, equipments and mechanics to enjoy XCom2 in a new way, a way filled with emotion if I may say. :happy:

Each class tree revolves around one element, related to the main class name, lore speaking. As for the lore, they all have one aswell as a connection to the XCOM.

 

The first class is a caster, a mage you could say. It be can be specialized in fire magic or ice magic. The fire branch is AoE focused, over time damage, bounces and zone control with such things as walls of fire ; whereas the ice branch is all about crowd control, heavy but tricky to set up damage (it does more damage on an already frozen target) and the ability to deep freeze and enemy (stun) or an ally (stasis) that could be used as full cover.

 

The second class is close range specialist, capable of either tanking and disrupting enemies back line. It can be specialized in wind technics or poison technics. The wind technics are based on AoE melee range attacks with ok damage, keeping enemies busy while avoiding attacks, better ActionPoints managment (omnislash ?) and teleporting ; concerning the poison technics, they can incapacitate an enemy with poison (yes that's a sap) while assassinating its friend right next to him, fast movement, ability to bypass wall and high covers (only once per mission of course), backstab and smoke bombs to vanish after scoring a kill.

 

The third class is a support, some kind of neo-shaman that can hard heal or hard debuff/crowd control. It can be specialized in water runes or thunder runes. Water runes grant, through new gremlin uses, defensiv and healing AoE mists, purge/buff mechanics, protecting allies from projectiles with a static wave and the fact that abilities gain range with promotions. As for the thunder runes, it's about debuff, small AoE stuns, mechanical domination, exalting energies that provide movement boost and a heal over time and damaging bolts revolving around an ally (beware stun lancer !)

 

Every class is meant to be a class on its own when fully specialized in one tree and yet there is a wide range of hybrid possibilities for each one to create his own gameplay experience. Let me give you an exemple with the support class : the water rune ability that grants higher AoE range concerns also few thunder runes spells.

Those three classes are meant to leave room for other vanilla or custom classes during a campaign. They are balanced for veteran/commander difficulties and may be a true challenge (=fun) for legend difficulty or hard encounters mods. I also thought about mod conflict and I don't think it should be that big of an issue since the mod is meant to add stuff to the game and not modifying what's already in it, I might be wrong tho. Some animations won't be existing in the game files but I'm sure we'll find some way to figure that out (I've already thought of an animaton for every each one of the abilities).

 

Now, what I gave you here today is just a teaser. I put it that way because I wanted to keep some secret about what this mod could be, such as the names for the classes and abilities or even the most thrilling abilities ; I wanted to be able to discuss those points with the person helping me and also letting a lot of room for them to add their very own ideas. I'd like to add that I will give as much time as I can to those people, wether it is to discuss balance, animations or simply test every attempt at making this mod.

 

You can contact me at [email protected]

 

I hope you guys found my mod idea to be exciting, I hope to get news from you very soon and I'd like to thank you for your attention and your time,

 

Take care !

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