Kindulas Posted February 7, 2016 Share Posted February 7, 2016 (edited) One that unlocks personality customization from the get go. This seems a very, very silly thing to lock until higher ranks. Why even randomize it from the pool? Characters from the pool get their tattoos, why change their personality? That happy-go-lucky character you made? Nope, she's on "hard luck" until you get more exp. Edited February 7, 2016 by Kindulas Link to comment Share on other sites More sharing options...
zero955 Posted February 7, 2016 Share Posted February 7, 2016 I want to see a mod to implement the Carbine/Heavy versions of weapons from Long War. Similar to the SMG mod, this is just a slightly scaled up/down version of a core class weapon that trades mobility/aim/damage/crit. Perhaps the number of weapon mod slots can change as well? The heavy versions of weapons weren't really worth the trade in mobility (IMHO) but with an extra mod slot they might really shine. Link to comment Share on other sites More sharing options...
Hammerstein2k11 Posted February 7, 2016 Share Posted February 7, 2016 Random Starting and progress stats as in Second Wave with Not Created Equally and Hidden Potential. I might have figured out a solution for Hidden Potential. But Not Created Equally continues to elude me, cause I have no clue how change a Rookies's starting stats to a certain random range. UC script has a random number command with RandRange, but I'm clueless about integrating it. Link to comment Share on other sites More sharing options...
Alucard3Dark Posted February 7, 2016 Share Posted February 7, 2016 I would like a mod that resets your team's action points if you exit the concealment phase on your turn. Conversely, if the enemy ends concealment on their turn - they get a scurry + full turn. Right now it's the opposite. If you trigger a trap on your turn - the enemies get a scurry phase, then they get their full turn (after the remainder of your turn). Triggering a trap on the enemy's turn is strictly better because they only get a scurry phase before you get a full turn. Makes the game tedious and takes away the benefit of taking the initiative by triggering an ambush. Link to comment Share on other sites More sharing options...
Joshuahoeth Posted February 7, 2016 Share Posted February 7, 2016 1: A proper Sectopod Death animation with ragdolling and possible gibbing 2: Higher Building debris lifetime 3: Different Models for Advent variants Link to comment Share on other sites More sharing options...
Grandours Posted February 7, 2016 Share Posted February 7, 2016 Add Quebec as a nation. Link to comment Share on other sites More sharing options...
flankers Posted February 8, 2016 Share Posted February 8, 2016 Matte metal texture. Right now it is like shining pure white in missions. o.O Link to comment Share on other sites More sharing options...
avataroftheclaw Posted February 8, 2016 Share Posted February 8, 2016 Matte metal texture. Right now it is like shining pure white in missions. o.O 100% Agree with you there! Other mods I would love to see would be ones that add some more variety in the powered armors (wardens). I would love to see a female armor modeled closely to the suits from Bubblegum Crisis 2040 (I think they would suit the aesthetic that X2 is aiming for). Link to comment Share on other sites More sharing options...
Siplex Posted February 8, 2016 Share Posted February 8, 2016 (edited) Advance Specialist mob idea: *self destruction drone: implanted with a high explosive charge, the drone will seek out the enemy and explode. (Last resort if everything else fails) *drone name: drones can be name as a nickname, and get a cool android voice. *drone as an item that specialist carry: the drone itself will have also have an item slot to put grenades / medkits / etc. That the specialist can use. *contra-hacking: while hacking, advents agents can detect the hack and deactivated the drone (like when a soldier gets paralyzed), worse case scenario advent finds the self destruction protocolo and activated it. *if a drone is destroyed is lost and you need to buy a new one. *drone skill tree (shen upgrade) more slots /self destruction / more hacking / more flying capabilities (can carry a body or to be used by the specialist to reach new highs) *skill defense protocol: if the specialist is under fire the drone will shot back. *skill thermal vision: using high tech cameras, the drone can read the thermal signal of all enemies in range of the squad vision. (you kinda do this with your own soldiers) (opt: sniper can target them and do reduce damage), thermal cameras are high tech right now but in 20 years they are much more smallers. *Tactical sense: using the the powerful cpu of the drone, the specialist can calculated the range of total vision of enemy units spotted while in concealment or with a scanner. I think the specialist class can do such more and introduced a lot of mechanism with the drone,. The drone being a key part of the game can be a powerful tool but they have weakness, in the battlefield they can be targeted and blow out, and they are not easy to made, shen put a lot of effort in the drones commander take a good care of them. Edited February 8, 2016 by Siplex Link to comment Share on other sites More sharing options...
kesvalk Posted February 8, 2016 Share Posted February 8, 2016 I would want a real guerrilla mod, in which you start being able to go everywhere, and need to do missions in a certain area until you weaken the aliens enough for you to tackle the special sites (all missions icons stay in the map and, except for the story missions, you can redo them for resources and XP.). Instead of the avatar project, we would get two wanted bars, one for the entire world (which would put heavier forces from the get go in the missions even if you just got to a certain area) and one for the area you're in which would represent the amount of resources the Advent branch of the area would use to stop you. only after completely liberating a area of the map you get a resistance HQ there, the HQ would have a HP meter too, the would be depleted depending on how many missions the aliens can finish there (terror and UFO missions), UFOs would also go after you constantly (dark events would be toggled off and their upgrades would be linked to the area/world threat bar), but the aliens can only do missions on areas that are linked to other areas advent still control. after liberating all areas, the avatar tower would be unlocked, and it would be a 3~5 part mission of you going up a giant alien tower (dunno if there is a way to actually make maps, but it would be awesome if we can). another mod i would like to see is more advent units, to amp the use of advent pods and leave the aliens as uber elite units that need a lot of effort to kill a UI revamp and more customization options would be great too. Link to comment Share on other sites More sharing options...
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