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Revamping Mod


ASNZern

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These are some of my random thoughts, at this point.

 

 

--Turn Unit--

-- Each Unit now has 3 Turn Units (instead of 2)

-- Decrease Movement Range by 1/3

----- Possible Combinations are Move Move Move, Move Dash(twice as far). Dash(thrice as far), Move Fire Fire, Move Fire Move, Fire Dash, Move Fire Fire, and so on and so forth.

 

--Actions--

-- 'Fire' is renamed to Snap Shot, and consumes 1 TU. Can be used at the beginning of the Turn and not consuming the whole Turn.

-- Upon Squaddie Promotion, every class can learn 1 extra Skill. There are 2 Options, 'Aim Shot', and 'Burst Shot'.

----- Aim and Burst consumes 2 TUs, instead of 1 TU like Snap Shot.

-- Lower all Unit's Accuracy greatly [including Aliens]. (on Average, Snap Shot should have about 40-50% of Hitting an Exposed Target / Out Flanked. Aim Shot will have about 60-70%, and Burst will have about 20-25% x 3 of Hitting.)

-- Upon Corporal Promotion, every class is given 'Deep Pocket' (allowing 2 Items, instead of 1.) Major Support has Extra Big Pocket instead. (Allows 3 Items)

 

 

--Weapons--

-- Increase all weapons' Magazine Capacity by 3 times. (due to lowered Accuracy, and less TU to fire.)

 

--Covers--

-- Half Shield cover increases Accuracy, a bit of Defense.

-- Full Shield cover increases Defense greatly so that it's almost impossible to hit a Unit hiding behind it.

 

 

--Training Program-- (Psionic, etc.)

-- Every Soldier can take as many Training until he/she has unlocked powers. A Solder can only Train in 1 Program.

-- More Training Programs, etc. as Follows...

 

---- Psionic

--------- Mind Fray

--------- Psi Inspiration or Panic

--------- Telekinetic Field or Mind Control

 

----- Elemental

--------- Poison Gas (similar to Thin Man's ability)

--------- Fire Burst (AoE Flush Targets from Covers in selected Area) or Ice Block (Create Temporary Covers at selected Tiles for Covers)

--------- Thunderstorm (AoE Random Attacks in selected Area) or Earthquake (AoE Damage/Destroy Covers in selected Area)

 

----- Supernatural

--------- Mass Regen (AoE 1 HP per Turn effect)

--------- Telekinetic Trick (set off a target's Grenade or drop a target's weapon to the floor) or Telekinetic Force (throw objects at target [Mailbox, Trash bin, gas pump {explode!} etc. Can knock target off Cover]

--------- Force Field (bounce off incoming slow objects [Grenades and Object thrown by Telekinetic Force]) or Teleport (twice as far as a Turn Unit of normal Movement, can go through any obstacle)

 

 

-- More Weapons --

-- Samurai Katana !

 

More Later

Edited by ASNZern
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My suggestion:

1)Make Sniper headshot usable for pistol if we have ability gunslisher(its sniper right? So why he cant use deadly shot from any weapon)

2)Psi healing(regeneration command) restore 2 hit and will power, 2 turns cooldown

3)Psi overcharge(deal damage = 90% psionic hp, its consume psionic 90% hp and make his will =0), 1 time for battle

4)Change class chose system from random to soldier behavior in battle

5)Sniper ability executioner(50% enemy Hp + 10 to attack) make to +15 attack cause +10 too low before free shot overwatch

6)Psi possession - its use on ally unit and make him greatly stronger(+atack\defence\evasion\panic immunity), but after turn its conusme 4 hp from him

Edited by Assassinmaster
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The UFO series feature a Katana along side other weaponry and it works fine xD Besides, I'd like some kind of Melee Weapons too. Berserker runs and smash your guys in the face, right xD ?

 

 

Will post more game changing ideas for Global Screen later.

Edited by ASNZern
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Do you actually have any idea how to implement this stuff? I can see how some of it works, but as far as I know nobody has even found where all of this stuff is, much less made any changes to it. There aren't even animations for soldiers to use melee attacks, are there?

 

Indeed, this should be moved to Mod Requests.

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