gloval99 Posted March 14, 2014 Share Posted March 14, 2014 (edited) Hi all-I have posted before and said I am not a coder by any stretch of the imagination. That being said I do have a concept I think the genius coders we have here and the community in general would love.ok first off this is meant to be a comprehensive mod so here goes First class system change with support done away with and replaced with two new classesclass assignment would not be random, each class would key off of two stats first listed would be primeclasses that are already present and not changed will be listed first, with the new/changed classes I also propose a new ranking systemsniper aim/willassault mob/will now classes with changes and new classes heavy hp/aim private- rocketPFC- bullet swarm or supresscorporal- extended mag or extra rocket also receives shredder rocket automatically (shredder no longer does exp damage does kin)sergeant- sniper's cover skill or covering firesergeant major- destroy cover (with gun) or grenade launcer2nd Lt- High explosive rocket has +50% aoe of reg rocket with +50% damage1st Lt- steady platform (aim bonus) or mayhem (makes HE rocket a lil dangerous to use lol)uses heavy wep Medic will/mob Private - medical tripackpfc- heal increase (+2) or smokecorp- cover increase or sprinterserg- extra medkit (meaning can carry a second med kit) or move/shoot/2nd heal after a heal if heal is done as first thingserg major - calm (a 3 tile aura that prevents panic passive) or dense smoke2nd lt - deep pockets1st lt -heal boost (+2) or heal a wound (can only be used once per soldier per battle if has med-kit charges downgrades a wound by one step)uses rifle scout- mob/aim (scouts also have a tie in to armor changes to further increase their mobility and stealth) p - sprinterpfc- lightning reflexes or battle scannercorp - good ground or ext sight (can see three tiles further)serg - run and gun or extra grenadeserg major- smoke or covering fire2nd lt- holo targeting1st lt - bullet swarm or cover (sniper skill)uses rifleallfirst rank is now recruit not rookiealso all receive a rifle strike skill (same animation as using rifle to bust open a door) damage of 1-2 (not much damage but better than nothing) armor changesarmor is now in two pieces first is a skin suit of which their are three types suits can be sleeved or sleevelesssuits can be worn alone (will give scouts a +2 mob boost and make them quieter they will be able to approach alien pods by about 40% closer without triggering)Kevlar - Basic suit- +1 hp- black (can be tinted and should have pattern options)hybrid -must be researched/made- +2 hp gray (can be tinted and pattern options) coincides with carapace or skelalien mat- researched/made +3 hp silver (tintable/patterns) coincides with ghostskin suit is worn and shows plating overlays but only the plating decos not the old suits platingceramic +2 hp (uses basic body armor deco options)all other plating types must be researched and made in engineeringcarapace +3 hp sm will bonus, 25% damage reduction (i.e. 4 point hit reduced to 3)skeleton +2 hp move bonus grapple removed gives ability to jump 1 storey (can combine with leg muscle augment for two storey jump)all plating from here provides strnagledef, poison immunity and fire walkingtitan - +5hp will bonus, 40% damage reductionarcangel - +4 hp flight, aim bonusghost - +3 hp mob bonus stealth field now lasts two full turns and can fire and keep stealth (can combine with mim skin for indefinite stealth but loses stealth shot)psi +3hp lg will bonus, bonus to psi attack successany suit can be worn with any plating once researchedso a soldier wearing say alien mat suit and titan plating gets a +8 hp bonus and will/damage reduction also covert ops agents will wear just a skin suit in battle (rather than street clothes) changes to mechs and cyber auged soldiersOk first big change they get to keep all their parts instead of having arms and legs haked off they receive implants to run mech also the cost to augment a soldier increased (offset by mechs no longer cost meld plus meld rework) costs to augment now $100-$200 and 40 meld still takes 3 dayspilot no longer hurt when mech damaged and can eject if mech "destroyed" with an exception if killing shot to mech is +20 to 30% more than remaining hp mech explodes and kills pilot mech still salvageable and can be repairedif pilot ejects they then fight in a armor skinsuit ( see above which must be equipped if you want better than Kevlar and uses a pistol again must be equipped if you want better than standard the mech will go into the armor plate slot)also a cyber augmented soldier remains what ever class they are the mech skills become a sub class like psi and remain unchanged also the base class cyberaug special skill applies with new ones for scout and mediccyber auged medics give a +1 use to heal pack and +2 point increase to effectscout gives mech +2 mob bonusmechs when a mech is built its done no more upgrading their are now three types of mechs, mechs cost $ and alien alloys now (makes more sense than meld)back items can be changed in loadout screenemp gen now has chance to stun organic enemies rather than hurt/kill for inorganic works same as vanillaall mechs get 50% bonus hp based on hp of pilot (i.e. combat mech with pilot with 8 hp (not counting skinsuit hp) will have 14hp)mechs now take time to build quoted time in days is base assuming you have 10 engineers and no workshops combat mech10 days to buildcan be equipped with two standard back itemscarries standard mech wepsbase 10 hp (upgradeable in foundry)a scout or assault pilot with lightning reflex gives this mech a +50% to mis bonus if triggers an enemy on overwatchan infantry soldier in an adjacent hex is considered in partial coverhas a secondary arm mounted lmg (cannot be upgraded) and can use a flamethrower or kin strike modulecosts $150 and 30 alloys (again this is base will get rebates for workshop bonuses)unlocks with meld researchsame base mob as vanillaable to jump 1 storey with jump boots skill scout mech8hp5 days to buildhigh mob (+25% over combat mech)only has one back slot can use any vanilla back item+75%to miss bonus with pilot with lightning reflexes skill on overwatch triggerpunch attack (no flamethrower/kin module) does 6 damageweapon- heavy weapon (lmg,heavy laser, heavy plasma)able to jump one storey (2 with jump boots ability)able to use infantry full cover as partial(ie a high wall or tree)not much larger than a soldier more like a cyber suit than a full mechunlocks same as first mech updgrade heavy mech12 hp15 days to build$300 50 alloysreduced mob (-20% of combat)carries dual version of mech wepsecondary chest weapon (heavy infantry type)has both kin module and flamethrower2 back slots can use all vanilla back itemsable to equip two new back items1- force field generator -when activated deflects all enemy fire for 1 turn2- rocket launchers -fires two standard rockets with 95% accuracy has two shotsacts as full cover for infantryjump boot skill gives mob bonus (while active jump boots brings mob to same as vanilla) cannot jumpunlocks with same research as second mech upgrade gene modded soldiers cannot be cyber auged stillcyber auged can now be psi tested and be psi gifted CANNOT use psi skills while in a mechcyber auged soldiers can be sent into battle without mech and if mech not equipped will equip like basic class (heavy has heavy wep assault shot gun and can wear skin suit and plate) gene mod changesaugmented leg muscles only gives ability to jump 1 story (they are still human afterall) (can increase to 2 with skel suit)mim skin - stealth remains as long as moving from full cover to any cover but if moving while in line of sight of enemy 60% chance of stealth failurealso if sniper/scout can move out of cover and remain stealthed for 1 turncombines with ghost suit to give continuious stealthall other gene mods stay vanilla SHIVok the thing Is called super heavy infantry vehicle but it aint a vehicle its a robot so now it becomes a small tankany soldier can pilottakes 15 days to build$150 25 alloysacts as full coverhp of 14 if damaged to point of failure driver leaves shiv (same execption as mech though)pilot fully armored but only has rifle and pistol (no heavy wep sniper rifle or shotgun)prime weap cannon (kin,laser,plasma) 2 shots reloadable (upgraded to 3 shots in foundry ammo conservation project)secondary weapon heavy (lmg, heavy laser,heavy plasma) the old shiv now renamed acu (armored combat unit)uses shiv skin and stats and armarment all act as partial cover abduction missionsnew class names readout will now says "Alien presence" and one of the followingeasy becomes light +2 panicmoderate stays the same +3 panicdifficult becomes heavy+4 panicvery difficult becomes extreme +5 panicpanic based on enemy presence also if an abduction mission is ignored or another is done continent panic ~ 60% of country panicpresence of satalite in one country mitigates continent panic to + 1 for non abduction sites, and ~50% for abduction site rating for abduction siteall countries now can support up to 10 panic before withdrawling presence of satalite over paniced country reduces leave chance by 75% and 50% reduction if there as a satalite over the same continent IF a country leavescountry can be scanned and an alien base found a successful raid on the base will cause country to rejoin the following month (country base roughly cargo ship sized not full base)countries with satalites can have abductions but the raid will be reduced to light or moderate and the ship can be intercepted meld changesno canisters in terror or abduction mission1 canister in ship missions (crash or landed) has 20 meld MUST be found to be collected (if not found lost) before mission end and will not self destructall aliens now provide some meldsectoid, thin men, probes, outsiders provide 2 meld eachmutons (normal and beserkers), seekers, provide 5cyberdiscs , mechtoids and muton elites 10sectopod, ethereal 15 exalt changesnew mission type cell base raid (maybe abductor sized base) misc changesaliens will have one group of roamers also pods near a fire fight can be triggeredcrit injuries now have a chance to to cause 1-2 hp penalty along with will penaltyrecruit menu now has option to recruit mixed, all male or all femalenew builds for soldiers random not changeable in customizefemale petite, athletic, curvymale slim, muscular, huskyufos can blow up rather than crash (mostly abduction interceptions ) provides 70% of alloys that a shot down one gives no elerium meld or working parts ( chance for broken power supply, nav comp, etc) chance for weapon fragsupon level up there is a chance a soldier may receive 1-3 hp based on random chancesoldier panic rate reducedsoldier starting stats randomized by default including hp (can now have between 3 to 5 hp as a recruit)stat growth randomized by defaultsquad size increase from officer training school only applies to infantrynew project from hanger to upgrade skyranger with two heavy bays which can carry one mech, chiv,or acu eachupgrade becomes available when mechs do applied instantly and costs $100 and must be done twice for the max two baysgiving the ability to drop 6 infantry and 2 heavy units into battletac rigging now allows for 3 items to be carried with two as default also no alien mat body armor as skins suits replace itchiton armor still exists and can be worn with just a skin suit (+2 hp and strangle melee bonuses) or with armor and plate (+2 hp strangle and melee bonus) (if worn by scout in just skin suit does NOT negate scout's bonus mob/stealth) also I know this idea has a lot of other mod concepts in it and would like give the original modders full respect and acknowledgementwell there is my idea would love to hear what ya'll think thanks for reading Edited March 14, 2014 by gloval99 Link to comment Share on other sites More sharing options...
Recommended Posts