videofxuniverse Posted October 21, 2012 Share Posted October 21, 2012 (edited) I have a few ideas I would like to share, I don't know if some of them are possible because I don't know what your modding limits are, but If you don't ask you don't find out... 1. Bring back some of the old xcom research items that have now been removed. I found that I had researched everything too quickly in this version and I would love to see a return in researching surgery rooms, alien food, alien entertainment. Also the alien rank heirachy such as soldiers, medics, engineers and leaders. Also the different ship types too, this would be good. Its just nice to keep the game going longer, it seems that there is much less to research meaning the game is shorter. 2. Have a time delay for manufacturing items. This one is strange, you have to wait a while to research things, but asside from the firestorms and satellites everything else gets manufactured instantly. 3. Have more ufos actively flying about and only get those council activated terror/abdutcion missions when you have a country on a high panic status. Also have your intercepters fly further out, i find it annoying when you get a ufo detection but it won't allow you to send your planes if there are none in the area and then have the commander character complain because you didn't do anything to stop them. 4. The alien blaster launcher in the original game was devastating and could literally bring down those old farmhouses. The one in this version is no more damaging than the rocket launcher or alien grenade. Make it destroy stuff in a much wider area. 5. Reloading your weapon uses both time units. I hate this, usually if you are out of ammo its because you got flanked by a swarm of cryssalids and wasting an entire turn to reload can really be dangerous. 6. I do not get this one, but using alien corpses to modify your ship or weapon components just seems odd. I can understand using alien alloys, power sources and computers, but 3 sectoid corpses to make an interceptor battle upgrade It just seems a bit silly. 7. maybe have more alien base missions like before instead of the only one you get in the whole game. 8. Upgrade your team to 8 soldiers. I used to love to sweep the maps in the old game in seperate fire teams Edited October 21, 2012 by videofxuniverse Link to comment Share on other sites More sharing options...
Yiahimyr Posted October 21, 2012 Share Posted October 21, 2012 8. Upgrade your team to 8 soldiers. I used to love to sweep the maps in the old game in seperate fire teams Exactly, I remember how I was happy with 10 soldiers equiped only with few grenades without any gear. Missions with more aliens like a terrors were really funny. Now it is impossible... Only six soldiers as a maximum of entire squad, what the hell is this? And only 3 grenades per soldier as maximum without gear, it makes me cry :D Link to comment Share on other sites More sharing options...
Perraine Posted October 21, 2012 Share Posted October 21, 2012 I have a few ideas I would like to share, I don't know if some of them are possible because I don't know what your modding limits are, but If you don't ask you don't find out... 1. Bring back some of the old xcom research items that have now been removed. I found that I had researched everything too quickly in this version and I would love to see a return in researching surgery rooms, alien food, alien entertainment. Also the alien rank heirachy such as soldiers, medics, engineers and leaders. Also the different ship types too, this would be good. Its just nice to keep the game going longer, it seems that there is much less to research meaning the game is shorter. Yeah the whole research tree and "UFOpedia" is a joke, they butchered it completely (probably to keep the teenage console players happy) and now it's just an annoying side item. 2. Have a time delay for manufacturing items. This one is strange, you have to wait a while to research things, but aside from the firestorms and satellites everything else gets manufactured instantly. Definitely! 3. Have more ufos actively flying about and only get those council activated terror/abdutcion missions when you have a country on a high panic status. Also have your interceptors fly further out, i find it annoying when you get a UFO detection but it won't allow you to send your planes if there are none in the area and then have the commander character complain because you didn't do anything to stop them. The first part is actually in the game! It was "turned off" for some reason by the devs, and the UFO's were "hidden" But of course a clever modder has turned it back on again ... One warning though, if you fail to actually shoot down the "terror" UFO's, panic will increase by a HUGE amount above the countries/continents in question. I agree though that you should be able to send out interceptors from ANY hangar, not just the one directly under the UFO, although from a slightly realistic point of view, fuel consumption would come into it, though they used to have this in the original x-com where an interceptor had a fuel limit. 4. The alien blaster launcher in the original game was devastating and could literally bring down those old farmhouses. The one in this version is no more damaging than the rocket launcher or alien grenade. Make it destroy stuff in a much wider area. Agreed ... Though the devs didn't want people using the tired old "Just nuke the whole map" technique, so that's probably why they nerfed most of the "Big Guns" 5. Reloading your weapon uses both time units. I hate this, usually if you are out of ammo its because you got flanked by a swarm of cryssalids and wasting an entire turn to reload can really be dangerous. Hmmm .. yes and no ... It's more realistic to have it only use one time slot, but it's way more exciting for it to use 2 ... Maybe create an OTS upgrade could change this? (when we can edit such things at least) 6. I do not get this one, but using alien corpses to modify your ship or weapon components just seems odd. I can understand using alien alloys, power sources and computers, but 3 sectoid corpses to make an interceptor battle upgrade It just seems a bit silly. I think it's meant to be certain "parts" of the aliens that get used, their "cybernetic implants" and so on ... A bit creepy though ... Alien innards/chunky bits, smeared on your cockpit, makes you better at dodging enemy fire ? ... ewww 7. maybe have more alien base missions like before instead of the only one you get in the whole game. I think the alien "Battleships" take the place of bases now, But you can actually finish the game without ever seeing one, which is rather dodgy ... Again I think this is a sure symptom of "Consolitis" 8. Upgrade your team to 8 soldiers. I used to love to sweep the maps in the old game in separate fire teams Agreed ... 8 would have been better, but I've learned to live with 6 and to come up with a "fire team" combo that works for me ... Link to comment Share on other sites More sharing options...
videofxuniverse Posted October 21, 2012 Author Share Posted October 21, 2012 (edited) thanks for replying to most of my points. About the interceptors and their fuel limits, I remember that in the old game, however in this version you don't get the lightning craft and no matter where the mission takes place on the planet, the skyranger is able to make the full journey so why not the fighters? Also if there is no possible fighter in range to intercept a ufo it would probably be better to disable the ufo intercept feature until the game detects there is one nearby to launch or set it up so that a ufo detection is only activated in areas where you are able to launch fighters. Because as i said, The game recognises that you have no local fighters to scramble but still expects you to deal with the problem and punishes you when you inevitably have to ignore it and continue to scan. Also in regards to the blaster launcher, I can understand that the modders don't want to you decimate the map, but its still nice to have the choice, especially if its set to only use it once per mission. Could be useful as a very last line of defence when everything has gone crazy all your soldiers are wounded or dead and you just want to catch your breath for a few turns while walking over nuked alien goo Edited October 21, 2012 by videofxuniverse Link to comment Share on other sites More sharing options...
ellgieff Posted October 22, 2012 Share Posted October 22, 2012 I have a few ideas I would like to share, I don't know if some of them are possible because I don't know what your modding limits are, but If you don't ask you don't find out... 3. Have more ufos actively flying about and only get those council activated terror/abdutcion missions when you have a country on a high panic status. Also have your intercepters fly further out, i find it annoying when you get a ufo detection but it won't allow you to send your planes if there are none in the area and then have the commander character complain because you didn't do anything to stop them. > I'm on-board with more ufos. I don't mind the limited range of interception, interception craft typically have a very short range. 5. Reloading your weapon uses both time units. I hate this, usually if you are out of ammo its because you got flanked by a swarm of cryssalids and wasting an entire turn to reload can really be dangerous. > Just a small correction here: reloading is considered a shoot action. It doesn't take both time units, you can move and then reload. I don't know how it interacts with bullet swarm, though. 7. maybe have more alien base missions like before instead of the only one you get in the whole game. > More variety of missions would be great. Alien base missions might need more maps, though - the same base over and over could get tedious. Link to comment Share on other sites More sharing options...
DeMocha Posted October 22, 2012 Share Posted October 22, 2012 If the character has bullet swarm then reload still takes both action slots. Link to comment Share on other sites More sharing options...
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