davidlallen Posted March 19, 2016 Author Share Posted March 19, 2016 @ aurenkarach, thanks for the long feedback and information from EU canon. I think mec and viper are definitely headed in the right direction. For muton and berserker, there are a few problems. They're definitely fun to try out a little. But I agree from a canon standpoint, it's hard to see how you would get fully grown soldiers who are loyal to you, either by breeding or defection. Also, while the idea of buffs and debuffs is good, I haven't thought of enough specific abilities that would give them a role which isn't already filled by one of the XCom classes. The chryssalid could be fun. I would love to see them sprinting behind enemy lines and messing things up. Once I get the mec and viper mostly done, that is what I will try next. The LW chryssalid queen sounds cool. Maybe if some talented modder can bring over the model and animations, we could try that. But, there are a number of other things I'd like to do first. Link to comment Share on other sites More sharing options...
AurenKarach Posted March 19, 2016 Share Posted March 19, 2016 More suggestions: while Sectopods are too big and OP to be used by the player imho, nothing prevents us from creating a "klein-Sectopod" with a shrunk model that fits in the Skyranger. It would essentially be a small tank on legs. This would prevent the change of stance and the wrath cannon, which I believe are the most powerful things of the alien Sectopod, but it could act like a Panzer on the battlefield, with lots of mobility, flanking enemies, and one-shotting them. The main problem with this is the elevation change thing. Maybe we could give it a grapple? The Gatekeeper is possibly the only alien that could genuinely defect given the in-game autopsy description. We could establish its lore as a psionically active version of the cyberdisc that "went too far" and some of them decide to join XCOM. So you can't breed them nor build their complicated protective shell, but since they defect/you get them as rewards, you wouldn't need to level them up: you would have one powerful gatekeeper in the barracks, ready to unleash massive psionic powers, and that would be it. Link to comment Share on other sites More sharing options...
davidlallen Posted March 19, 2016 Author Share Posted March 19, 2016 Maclimes had suggested a waist-high murderbot based on the sectopod. It would look cool. We haven't thought much about abilities or role yet. The idea of a single defecting gatekeeper is interesting. I haven't messed around with missions much but this would have to be at least one, or possibly two specific missions like the Annette Durand storyline in EW. Link to comment Share on other sites More sharing options...
AurenKarach Posted March 19, 2016 Share Posted March 19, 2016 Yes indeed.I am no good for modding but if you need writing skills for lore etc, I'm more than happy to help, because I believe we could pull a giant mod out of this, one that significantly expands some aspects of the game that are normally neglected because it's turn based and strategic/tactical.I see the potential in this and I'm available. Link to comment Share on other sites More sharing options...
davidlallen Posted March 19, 2016 Author Share Posted March 19, 2016 I can't promise I will work on this soon. But, suppose there were two linked missions, the first one to get a clue about the location of the disaffected gatekeeper, and the second to retrieve it. Can you write up the mission as if it were the actual in game dialog? If you write it up, please put this discussion in a new thread, like "playable advent plot idea: rescue gatekeeper". Link to comment Share on other sites More sharing options...
AurenKarach Posted March 19, 2016 Share Posted March 19, 2016 You mean as in, Bradford briefing you (or another agent if we want to avoid the voice thing), and the objectives and prompts you receive during the mission? Sure, I can do it. Link to comment Share on other sites More sharing options...
Azworai Posted March 19, 2016 Share Posted March 19, 2016 Running a lower mod game on rookie just to see if I can get the mod working. I removed everything that interacts with the Proving Grounds, I think, to reduce the chances of conflict. Link to comment Share on other sites More sharing options...
koopakidshyguy Posted March 19, 2016 Share Posted March 19, 2016 Nothing kills my enthusiasm for sectopods as much as this talk of shrinking them, that completely throws out the tactics they bring to the table, no environmental destruction from movement, no height advantage from extendo legs, a mini bot would be too much of a compromise, IMO. If they're OP, could you make them take up two slots in the skyranger? I imagine this would be a good fix for gatekeeper too. Link to comment Share on other sites More sharing options...
davidlallen Posted March 19, 2016 Author Share Posted March 19, 2016 As far as I know, a sectopod cannot change elevation. So unless a mission is completely flat, it would be unable to do much. I do not think we will be able to add climbing animations or even get the effect of climing without any animation. That is a bigger problem than any OP-ness. Link to comment Share on other sites More sharing options...
PepprmintButler Posted March 19, 2016 Share Posted March 19, 2016 The sectopod can go down in elevation, but not up. As far as I'm aware the only missions that require to climb are VIP extraction missions. The first black site mission's extraction point is not elevated anymore since the patch. Link to comment Share on other sites More sharing options...
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