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Autopsies


morro123

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Allocating scientists to research autopsies is a game mechanic that presents a big opportunity for improvement. Here are some ideas.

Researching an alien corpse currently unlocks:
1. aircraft armament modules (sectoid, floater, cyberdisk)
2. foundry proyects (thin man, muton, sectopod, drone)
3. items (chryssalid, berseker)
4. facilities (sectoid commander)
5. credits (muton elite, heavy floater, ethereal)

New options may include researching more than one alien corpse type instead of selling them in the gray market or manufacturing modules after the first one. If this was the case you may have:
1. Fixed rewards for each autopsy, up to a limited x number of autopsies after which you may not get more usefull info from the body.
2. (Limited) random rewards for each autopsy.
3. (Limited) incremental rewards for each autopsy.
4. Failed autopsies.
5. Corpses that decay/selfdestruct(cybernetic), cannot be subject to autopsy, gray market or modules and dissapear from stock.
6. Incremental gray market pricing after discovering true value through autopsy.
7. Slower, faster or random research times for subsequent autopsies, depending balancing issues.
8. Countries trading corpses for resources chances raised depending of autopsy breaktroughs.

In addition to vanilla rewards, you may add:
1. Alien weaknesses, wich may turn out as:
1.a. Soldier attack bonus against that species in combat.
1.b. Soldier defense bonus against that species in combat.
1.c. Weapon enhancements, requiring foundry proyect or not.
1.d. Armor enhancements, requiring foundry proyect or not.
1.e. New combat items or combat item enhancement (eg: medikit in vanilla), requiring foundry proyect or not.
1.f. New combat tactics, requiring officer training school proyect or not.
1.g. Alien attack penalties in combat.
1.h. Alien defense penalties in combat.

2. Bioenhancements and cybernetic augmentation, wich may require new facility, research or foundry proyect or not, and could turn out as:
2.a. New soldier abilities available in the perk tree.
2.b. Permanent soldier attribute upgrades.
2.c. New soldier abilities independant of the perk tree.
2.d. Reduced healing times for that soldier.
2.e. New armor sets.
2.f. Armor enhancements.
2.g. Alien attributes for human soldiers.

3. Clues and trivia regarding the alien genetic manipulation plot.

4. A combination of more than one of the above at the same time.

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