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Mod Concept


gloval99

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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 classes

class assignment would not be random, each class would key off of two stats first listed would be prime

classes that are already present and not changed will be listed first, with the new/changed classes I also propose a new ranking system

sniper aim/will

assault mob/will

 

now classes with changes and new classes

 

heavy hp/aim

 

private- rocket

PFC- bullet swarm or supress

corporal- 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 fire

sergeant major- destroy cover (with gun) or grenade launcer

2nd Lt- High explosive rocket has +50% aoe of reg rocket with +50% damage

1st Lt- steady platform (aim bonus) or mayhem (makes HE rocket a lil dangerous to use lol)

uses heavy wep

 

Medic will/mob

 

Private - medical tripack

pfc- heal increase (+2) or smoke

corp- cover increase or sprinter

serg- extra medkit (meaning can carry a second med kit) or move/shoot/2nd heal after a heal if heal is done as first thing

serg major - calm (a 3 tile aura that prevents panic passive) or dense smoke

2nd lt - deep pockets

1st 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 - sprinter

pfc- lightning reflexes or battle scanner

corp - good ground or ext sight (can see three tiles further)

serg - run and gun or extra grenade

serg major- smoke or covering fire

2nd lt- holo targeting

1st lt - bullet swarm or cover (sniper skill)

uses rifle

all

first rank is now recruit not rookie

also 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 changes

armor is now in two pieces first is a skin suit of which their are three types suits can be sleeved or sleeveless

suits 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 skel

alien mat- researched/made +3 hp silver (tintable/patterns) coincides with ghost

skin suit is worn and shows plating overlays but only the plating decos not the old suits

 

plating

ceramic +2 hp (uses basic body armor deco options)

all other plating types must be researched and made in engineering

carapace +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 walking

titan - +5hp will bonus, 40% damage reduction

arcangel - +4 hp flight, aim bonus

ghost - +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 success

any suit can be worn with any plating once researched

so 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 soldiers

Ok 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 days

pilot 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 repaired

if 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 medic

cyber auged medics give a +1 use to heal pack and +2 point increase to effect

scout gives mech +2 mob bonus

mechs 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 screen

emp gen now has chance to stun organic enemies rather than hurt/kill for inorganic works same as vanilla

all 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 mech

10 days to build

can be equipped with two standard back items

carries standard mech weps

base 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 overwatch

an infantry soldier in an adjacent hex is considered in partial cover

has a secondary arm mounted lmg (cannot be upgraded) and can use a flamethrower or kin strike module

costs $150 and 30 alloys (again this is base will get rebates for workshop bonuses)

unlocks with meld research

same base mob as vanilla

able to jump 1 storey with jump boots skill

 

scout mech

8hp

5 days to build

high 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 trigger

punch attack (no flamethrower/kin module) does 6 damage

weapon- 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 mech

unlocks same as first mech updgrade

 

heavy mech

12 hp

15 days to build

$300 50 alloys

reduced mob (-20% of combat)

carries dual version of mech wep

secondary chest weapon (heavy infantry type)

has both kin module and flamethrower

2 back slots can use all vanilla back items

able to equip two new back items

1- force field generator -when activated deflects all enemy fire for 1 turn

2- rocket launchers -fires two standard rockets with 95% accuracy has two shots

acts as full cover for infantry

jump boot skill gives mob bonus (while active jump boots brings mob to same as vanilla) cannot jump

unlocks with same research as second mech upgrade

 

gene modded soldiers cannot be cyber auged still

cyber auged can now be psi tested and be psi gifted CANNOT use psi skills while in a mech

cyber 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 changes

augmented 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 failure

also if sniper/scout can move out of cover and remain stealthed for 1 turn

combines with ghost suit to give continuious stealth

all other gene mods stay vanilla

 

SHIV

ok the thing Is called super heavy infantry vehicle but it aint a vehicle its a robot so now it becomes a small tank

any soldier can pilot

takes 15 days to build

$150 25 alloys

acts as full cover

hp 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 missions

new class names readout will now says "Alien presence" and one of the following

easy becomes light +2 panic

moderate stays the same +3 panic

difficult becomes heavy+4 panic

very difficult becomes extreme +5 panic

panic based on enemy presence

also if an abduction mission is ignored or another is done continent panic ~ 60% of country panic

presence of satalite in one country mitigates continent panic to + 1 for non abduction sites, and ~50% for abduction site rating for abduction site

all 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 leaves

country 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 changes

no canisters in terror or abduction mission

1 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 destruct

all aliens now provide some meld

sectoid, thin men, probes, outsiders provide 2 meld each

mutons (normal and beserkers), seekers, provide 5

cyberdiscs , mechtoids and muton elites 10

sectopod, ethereal 15

 

exalt changes

new mission type cell base raid (maybe abductor sized base)

 

misc changes

aliens will have one group of roamers also pods near a fire fight can be triggered

crit injuries now have a chance to to cause 1-2 hp penalty along with will penalty

recruit menu now has option to recruit mixed, all male or all female

new builds for soldiers random not changeable in customize

female petite, athletic, curvy

male slim, muscular, husky

ufos 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 frags

upon level up there is a chance a soldier may receive 1-3 hp based on random chance

soldier panic rate reduced

soldier starting stats randomized by default including hp (can now have between 3 to 5 hp as a recruit)

stat growth randomized by default

squad size increase from officer training school only applies to infantry

new project from hanger to upgrade skyranger with two heavy bays which can carry one mech, chiv,or acu each

upgrade becomes available when mechs do applied instantly and costs $100 and must be done twice for the max two bays

giving the ability to drop 6 infantry and 2 heavy units into battle

tac rigging now allows for 3 items to be carried with two as default also no alien mat body armor as skins suits replace it

chiton 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 acknowledgement

well there is my idea would love to hear what ya'll think thanks for reading

Edited by gloval99
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