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Mod suggestion: true resistance


warbrand2

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I doubt I am the only one that thinks it is strange that you are helping to build a unified resistance but you never ever see resistance soldiers on the field, even when defending their compounds.

 

 

 

So here is a suggestion for a mod, true resistance.

 

Mod objective: make the resistance more prevalent in game, by adding AI controlled resistance members to some maps, by adding player controlled rebels to the maps, these would appear in pods of 1 or 2 and their may be upto 4 pods on a defense map.

 

 

Resistance would basically be xcom limited to experimental ammo and balistic guns, their soldiers are random like the advent soldiers. The missions they appear on are limited at the start generally only appearing in retaliation mission until mid game, where you may see them in any loud mission.

 

note: for balance maps with resistance members would have a higher chance of reinforcements as well as a higher enemy pod amount. (ADVENT?)

 

 

rebel soldiers

info: rebel soldiers are early game resistance members, they are more unorganized and rarely have good equipment, though in late game they can be pretty useful their full on resistance variants are much better.

 

 

Rebel

info: a civilian with a machine gun, they use civilian clothing and are not much in a fight.

weapon: assault rifle

secondary: pistol

health: 5 (max 10)

armor: 0

abilities early game: NA

abilities late game: fast hands, grenade x1 (used in the same way enemies use grenades)

 

 

Armed citizen

info: An advent citizen who has sympathies for the resistance and is just looking for a chance to prove themselves.

weapon: pistol

secondary: combat knife

health: 3 (max 6 late game)

armor: 0

abilities mid game: unsuspecting target (does not alert enemies, unless they attack, so yeah these guys make a really good scout, though they can NOT do any objectives), cut (gives target bleed effect making all attacks on them critical, down side only does 1 damage)

abilities late game: plant explosives, plants a x4 charge at location, charge explodes in 2 turns. has a huge blast range.

note: do no appear in normal pods, instead appear mid fight in any none wilderness or alien facility map., that has citizens (a random citizen may turn to this sort of like a reverse faceless)

 

rebel recon

info: a citizen with an assault rifle and sword, not much difference then a normal rebel.

weapon: assault rifle

secondary: sword

health: 6(10 late game)

armor: 0

abilities early: slash

abilities late: cone of fire.

 

 

sniper

info: a citizen with a sniper, generally used by the resistance to for border defense.

weapon: sniper

secondary: NA

health: 4 (8 late game)

armor: 0

abilities: squad sight, long watch.

abilities late game: shredder rounds (passive)

 

 

resistance units

info: mid to late game these start appearing, they are better armed and are closer to xcom in units.

 

resistance soldier

info: a true rebel, armed with a rifle and a vest (basically rookie, with better health an aim)

weapon: assault rifle

secondary: NA

health: 8 (12 late game)

armor: 1 (2 late game)

abilities: suppression, grenade x1.

 

resistance grenadier

info: a resistance soldier who has been equipped with a grenade launcher as their main weapon, and a pistol as their sub unlike xcom grenadiers who have to carry a cannon the resistance ones forgo the heavy weapon and just bring more grenades.

weapon primary: grenade launcher

secondary: pistol

health: 6 (10 late game)

armor: 1 (2 late game)

abilities mid game: grenade x6

abilities late game: salvo

note: the grenades are none upgraded meaning they do the weaker damage and blast range. (though if you upgrade to alien grenades resistance members will start carrying them to)

 

resistance heavy

info: a resistance member with an exo suit, they are more heavily armed then the standard resistance fighter though they lack the grenade launcher they more then make up for it in damage output.

weapon: cannon (has extended mag)

secondary: exo weapon

health: 9 (14 max)

armor: 2 (3 max)

abilities mid game: rocket x1, suppression, blue screen rounds

abilities late game: cone of fire, blast padding (one of their armor points)

 

 

Resistance engineer

info: a resistance battle hacker armed with a few special weapons.

primary: pistol

secondary: micro turret (a single use turret that has 2 health 5 armor, and 5 rounds fires a shredder round at any enemy that enters its area (10 block range), once ammo is out self destructs)

abilities: micro turret

abilities late game: mine x2, grenade reload, refills grenades/heavy weapons of any allies in 3 range.

 

 

 

The soldiers would just be the tip of the ice berg with this concept, as what good are allies if you can't make use of them.

 

By default the resistance fighters above only appear in retaliation missions and rarely supply missions (hit convoy/downed ufo), to get the true potential a player would have to upgrade a resistance com with a communications relay and create a grenade call signal flare.

 

 

 

communications relay

cost: 150 supplies

power draw: 2

requires engineer: NO

effect: resistance members are informed of xcom missions, meaning that all missions have a chance of a resistance pod being on the ground when you arrive.

 

 

signal flare

item type: grenade

effect: calls in a transport containing a heavy pod of resistance units, warning the use of this will cause 2 advent transports to be called on the other side of the map.

heavy pod note: always has at least 4 members may have elite members (elite members are any xcom soldier dismissed or character pool soldiers at a variable rank)

 

 

 

 

Seeing resistance members

 

in early game, you will rarely if ever see resistance members though rebels will be there for a few missions they are rarely useful and just warn you that hey there are more enemies on this map then normal.

 

In mid game, the resistance is starting to become a full on army, at this point the communications relay can be built (it requires you to have contacts with at least 7 locations.) once that is built every major mission will have a heavy resistance pod, these pods would contain only resistance members with resistance in their class name, (aka the last 4) though this means missions with them will be harder as two squads of soldiers are easier to spot then one. (lose concealment faze, as such the ability to call in resistance allies can be toggled)

 

Do not be discouraged by the loss of concealment faze, there is an alternative that being the flare grenades, you can craft as many of this item as you want but be warned the max amount of them used is 2 and that requires a guerrilla tactics upgrade.

 

 

Other then when you call them in, on retaliation missions that do not have chryssilid pods you will have 1 or 2 light resistance pods (can contain any resistance unit but only has 1 or 2 units). on ones with chryssilids you will see maybe 1 pod.

 

They would also appear on any hit convoy or downed UFO in later game, joining you in concealment.

 

 

Armed citizens

 

some may note, in my unit list I put armed citizens, these would not technically be resistance members but instead are free units that you may find in any ops which has citizens in the area, in concealment they will be marked with green stars instead of the normal red, getting near them will not remove concealment and will give you one unit that can walk right up to any advent and most alien troops with out triggering lose of concealment, they are really good scouts though they are piss poor for combat.

 

For each armed citizen you have active at the end of the mission you would get 5 resources and a 20% chance of getting a unit. (10% chance rookie, 5% engineer, 5% scientist, other 80% is a +1 to resources per month from area the ops took place in)

Edited by warbrand2
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This sounds like a cool concept, though I am not to fond of the flare grenades. And the late game resistance troops seem a bit to strong. Else I like this, adds something random that can work in your favour. Hmm what about a Special facillity aboard the Avenger that can broadcast a Signal which increases the likelyhood for armed citizens to appear? But every time you use it there is a Chance that Advent sends a UFO after you?

 

For the ressource Count, that Thing realy depends on how many armed citizens appear, else it could give you a to great Advantage.

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The idea is nice and I like it but... as usual I think no one listens to good ideas on this part of the forum. It's technically just for show and I doubt anyone would just come by to help make this mod since I've been trying to get help for ages on several projects. I had the same idea it's just that I wouldn't add any rebels. That would be terrible. The game needs resistance agents working and gathering intel within cities, who could be recruited once you find them on a mission. If they survive and get extracted, that city agent should automatically become a soldier (rookie), engineer or scientist. You should also have a 50% chance to find them on certain mission types like extraction or the defense of an object and never during an attack or raid. A civilian walking in to the middle of some highly guarded facility? Or a building where an object is set to explode? He or she would get shot on sight. I also don't see why anyone within a city would carry a rifle. The world governments are against XCOM and aliens don't want to have armed humans walking the streets. That's why every single resistance agent should be only equipped with a single pistol - nothing more and nothing less. A person like that could serve as your scout and have constant concealment unless he or she opens fire.

 

As for the resistance itself - they need to have simple and none gimmicky classes:

 

Resistance Assault with a standard shotgun - 4HP, Abilities - Suppressing Fire + Run and Gun + 1 standard grenade

 

Resistance Gunner with the minigun - 4HP, Abilities - Suppressing Fire + Unleash (just like Demolition but will use 3 ammo and apply the full damage to target)

 

Resistance Rifleman with a standard rifle - 4HP, Abilities - Suppressing Fire + Covering Fire + 1 standard grenade

 

Resistance Sniper with a standard sniper rifle - 4HP, Abilities - Head Shot (Just like Deadeye minus the aim penalty, 2 turn cooldown)

 

Resistance Grenadier with a rifle and grenade launcher - 4HP, Abilities - Suppressing Fire + 6 standard grenades

 

Each of these should have Rank 3 stats of their XCOM class counterpart and never, ever scale but at later stages of the game (around midgame) they should start using random experimental rounds and grenades.

 

Simple and easy.

 

You should also have no more and no less than 2 groups, each having from 2 to 3 soldiers per Advent Raid so that these guys can actually help you save them damn civilians! To balance this you'd just need to throw in 1 group of 3 aliens with proper scaling on all Advent Raids. Besides these missions the Resistance soldiers should never appear anywhere else with maybe the exception of the human processing plants but that should only have a 25% chance to occur and if it does it should spawn 1 group of 3 - 4 resistance soldiers. These guys just can't enter the cities and if they found out XCOM was heading out to blow up a place where humans are slaughtered they wouldn't hesitate to use that occasion to kick some ass. This change would never disbalance the game but instead you'd get a feeling of realism because there needs to be an actual resistance in the game. XCOM is simply not the ruler of all the resistance groups and it can't control all of their actions.

Edited by Nolanoth
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