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DagonMDragoon

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  1. I have these ideas for a mod or mods for long war, I would do it myself but I'm new to modding. My first idea is to up the number of sky-rangers you can have and to expand what they can do and how may you can send out at once. Here is a list of sky-ranger 'modes': Default: basic troop transport. Eye in the Sky: grants permanent motion-tracker to squad leader. Evac takes one (1) full turn to complete (player's and alien's) and adds refueling time to the sky-ranger after mission is over (2 hours) Armed Eye in the Sky: grants permanent motion-tracker to squad leader as well as the ability to call for fire-support (SHIV weapons, 100% to hit. can only be used outside. must have a clear line of sight of the sky. 3 uses). Evac takes one (1) full turn to complete (player's and alien's) and adds refueling time to the sky-ranger after mission is over (4 hours) Medevac: Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.(stacks with the medics Field Surgeon ability) Can take one (1) less solder on missions and adds 12 hours refueling/decontamination after mission. Close Air Support (CAS): grants squad leader the ability to call for C.A.S (Interceptor weapons , AoE attack with blast radius of 7, dose weapon damage over blast radius. If loaded wit missiles the attack must have a clear line of sight of the sky or the side of the map, if loaded with cannon must have a clear line of sight of the sky and the side of the map . 3 uses). Evac takes one (1) full turn to complete (player's and alien's) can take two (2) less solders on missions and adds 12 hours refueling/rearming after mission. Super Sky-ranger: Adds a flat 6 to the number of solders you can take on a mission, you can only have one. restricted to being the only Sky-ranger sent out except on Alien Base, EXALT HQ, and the Temple Ship Assaults.Adding more Sky-rangers is handled through the build/buy tab in engineering and is the same as adding a satellite, cost and time to build. With more Sky-rangers you can send more solders out on missions (up to a max of 12 on normal missions and up to a max of 22 on Alien Base, EXALT HQ, and the Temple Ship Assaults.) there is a cool-down for sending two sky-rangers out at once (7 days) My next idea is to up the number of interceptors sent after a UFO and the number interceptors you can have on a continent and also adding ejector sets so your pilots have a chance to survive being shot-down. One on one dogfights never made any sense to me, at lest as far as X-com's stated goals of 'defend the Earth' go. Sending out two, three, or four makes more sense to me, it would give you more time (2, 3, or 4 times more) as they try to deal with more then one attacker and reduce the likelihood of them landing a hit (25%, 33%~34%, or 50% doge boost for interceptors). The ejector sets just make it so the next interceptor you buy has a chance of being one of your downed pilots. As for adding more then 6 interceptors per continent it would adversely affect the refuel/refit/repair times up to doubling them for 12 interceptors per continent. My last idea is a way to save squads and to make it so when you promote an officer from a lower rank to a higher one the lower rank slot opens back up but the solder keeps the perks of the lower ranks. or better yet to be a Captain a solder has to be a Lieutenant and at lest a Sergeant first, and so on up the ranks. if you want to make all or part of this or know of a mod that does some of what i want PM me or leave a comment on the thread.
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