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Posts posted by shordijk
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; when second wave is enabled with "Not created Equally"
; these are the minimal and maximal values they can have
LOW_AIM=50
HIGH_AIM=80
; the offensive/aim
LOW_MOBILITY=12
HIGH_MOBILITY=14
; Distance the unit can go
LOW_WILL=20
HIGH_WILL=60
; The will of the unit
ROOKIE_AIM=65
ROOKIE_MOBILITY=12
ROOKIE_STARTING_WILL=40
; this is the default settings for a new recuit
A few ideas
in Mod Ideas
Posted
I like the idea of needing a Captain or Colonel to add a second squad.
Maybe something like this:
Foundry:
"Upgrade Hanger" | Cost: 250 ~ 500 | Upgrades the hanger to allow a second Skyranger
"Upgrade Skyranger" | Cost: 500+ | Allow second squad in skyranger
OTS:
"Bravo Squads" | Cost: 175 | Adds a second squad to the rooster, starts with 4 men | Needs a Captain |
"Bravo Squads I" | Cost: 175 ~ 250 | 5 men team
"Bravo Squads II" | Cost: 175 ~ 250 | 6 men team
Engineering:
"Second Skyranger" | Cost: ??? | Build a second skyranger
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I dont think having more bases would work in Xcom, the systeem needs to be more like Ufo Aftershock for that.