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More Bases Mod!!


ScriptSyntaX

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Hey Guys,

 

Big XCom Fan here.. been playing Xcom since X Com Ufo Defense (1994) (Microprose Software Inc) on the Playstation 1

 

I am glad to see that even with this new released version of the game it has already started to attract Hobby Moders from all over & so my wish is that some talented moders decide to work together as a TEAM to develope something Amazing for this Awsome game that has so much great potential ...Rather then seeing several single mod developers working alone very slowly making something halfway decent that the individual moder considers in his opinion balanced.

 

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Things I would really like to see happen similar in this new release with older releases

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1) A new updated version or similar to Bman's Ease of Use Mod "originally" made for version Xcom-ET-Gold

detailed features of the mod can be found here as a reference: http://www.ufo-scene.com/plugins/forum/forum_viewtopic.php?6277

 

 

2) The Ability to construct More Bases similar to X-Com-UFO Defence!

 

make this happen guys

 

that is all .. carry on

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You already have a satellite monitoring station and interceptor hangar in every continent...what more do you need?

 

in xcom ufo defence you had the ability to make up to 5 bases i seem to recall, as for the purpose or benefits of having more then one base are many..

 

1) as you generate more income you can expand bases not "just satellites"

2) this enables you to research faster by researching different things in different bases at the same time.

3) as more ufo's activity's show up later in game you can multi task -counter attack/defend every ufo (rarely letting any ufo get away)

sending more interceptors/ skyrangers = more income = faster development & research=better weapons = more fun.

 

the way the game is designed now you purposely don't make much money at all or have the

research/resources/funding available fast enough to put up satellites fast enough to balance out the

funding countries from over panic levels that end up dropping out before you have a fair chance to react in time.

 

and when they all abduct in 3's at the exact same time your limited to choosing only one = the rest of the country's that you were unable to help slowly raise panic levels so it's a setup for failure and the domino effect kicks in.

 

if you had a base close by you can react & go after every craft & abduct site ..every time. = more money + happy country's

Edited by ScriptSyntaX
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You already have a satellite monitoring station and interceptor hangar in every continent...what more do you need?

 

in xcom ufo defence you had the ability to make up to 5 bases i seem to recall, as for the purpose or benefits of having more then one base are many..

 

1) as you generate more income you can expand bases not "just satellites"

2) this enables you to research faster by researching different things in different bases at the same time.

3) as more ufo's activity's show up later in game you can multi task -counter attack/defend every ufo (rarely letting any ufo get away)

sending more interceptors/ skyrangers = more income = faster development & research=better weapons = more fun.

 

the way the game is designed now you purposely don't make much money at all or have the

research/resources/funding available fast enough to put up satellites fast enough to balance out the

funding countries from over panic levels that end up dropping out before you have a fair chance to react in time.

 

and when they all abduct in 3's at the exact same time your limited to choosing only one = the rest of the country's that you were unable to help slowly raise panic levels so it's a setup for failure and the domino effect kicks in.

 

if you had a base close by you can react & go after every craft & abduct site ..every time. = more money + happy country's

 

 

 

1 - Er...okay?

 

2 - So, more research. That could easily end the game waaaay too quick, considering research passes very quickly compared to the old game...

 

3 - You can already do that if you enable the spotting of UFOs on missions in the ini file. If you put interceptors in every country, you can /easily/ intercept every UFO that goes on every single mission, once you have enough money to buy the interceptors. There's actually a bug that the recently-announced second patch will fix where the game would glitch out if you had interceptors and skyrangers getting to different missions at the same time, as your ideal "multiple base" mod would let you, even though you can already do that with the way the default game has hangars set up.

 

It really seems like you're just a bit upset because you can't build multiple bases in the new game, and could in the old one. The game is balanced so that you only need one central base. Every region has an X-Com-owned hangar that you can station interceptors in, though, and since you can't build a better transport, your default, and only, Skyranger, can reach all mission locations, with more than enough time to reach them, considering even crashed UFOs, which expire the quickest, stick around for 20 hours by default, iirc.

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the only kind of bases i'd like to see more of is the alien ones... tbh the end of the game shouldn't be... at all lol. i would much rather have to fight more bases, take down more ufos, council missions, ect... never ending battle to reclaim earth from the invaders!. thats the kind of mod that would rock xcom:ue
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  • 4 weeks later...

You already have a satellite monitoring station and interceptor hangar in every continent...what more do you need?

 

in xcom ufo defence you had the ability to make up to 5 bases i seem to recall, as for the purpose or benefits of having more then one base are many..

 

1) as you generate more income you can expand bases not "just satellites"

2) this enables you to research faster by researching different things in different bases at the same time.

3) as more ufo's activity's show up later in game you can multi task -counter attack/defend every ufo (rarely letting any ufo get away)

sending more interceptors/ skyrangers = more income = faster development & research=better weapons = more fun.

 

the way the game is designed now you purposely don't make much money at all or have the

research/resources/funding available fast enough to put up satellites fast enough to balance out the

funding countries from over panic levels that end up dropping out before you have a fair chance to react in time.

 

and when they all abduct in 3's at the exact same time your limited to choosing only one = the rest of the country's that you were unable to help slowly raise panic levels so it's a setup for failure and the domino effect kicks in.

 

if you had a base close by you can react & go after every craft & abduct site ..every time. = more money + happy country's

 

 

 

1 - Er...okay?

 

2 - So, more research. That could easily end the game waaaay too quick, considering research passes very quickly compared to the old game...

 

3 - You can already do that if you enable the spotting of UFOs on missions in the ini file. If you put interceptors in every country, you can /easily/ intercept every UFO that goes on every single mission, once you have enough money to buy the interceptors. There's actually a bug that the recently-announced second patch will fix where the game would glitch out if you had interceptors and skyrangers getting to different missions at the same time, as your ideal "multiple base" mod would let you, even though you can already do that with the way the default game has hangars set up.

 

It really seems like you're just a bit upset because you can't build multiple bases in the new game, and could in the old one. The game is balanced so that you only need one central base. Every region has an X-Com-owned hangar that you can station interceptors in, though, and since you can't build a better transport, your default, and only, Skyranger, can reach all mission locations, with more than enough time to reach them, considering even crashed UFOs, which expire the quickest, stick around for 20 hours by default, iirc.

 

1 - It worked flawlessy in the original because their was an additional worry, they attacked your bases. So if somebody created a mod where aliens could attack you that way, additional bases would have a massive claim of validity.

 

2 - That would be simply adjusted by changing the times on which research can be completed, I noticed it seemed to be quick in the new game. I remember impatiently waiting for a sectoid to be interrogated on many occassions because my other research options would take too long.

 

3 - But with just one Skyranger it makes it a little cumbersome and also you don't get the "team" effect you had in the original game. With each base having it's Skyranger, you developed a core team of marines and you had a different affinity to each of them. In the new game, Firaxis successfully added more affinity from the player towards individual soldiers but completely removed any affinity to teams. Multiple bases is the only way to get that back.

 

 

Although a lot of things would need doing to make multiple bases a necessity, I do think the long and arduous journey for modders warrants justification. Bringing back the elements that made multiple bases an absolute necessity would only significantly improve the tactical strategy of the game, afterall... what vanilla facility will a player choose to leave out to accommodate the essential base defence cannons from the 1993 game? A workshop? A Satalite uplink? A laboratory (if reworked to make research more arduous)? Or perhaps not even build a base defence and take the chance that your soldiers in the barracks can fight them, because they always sent the Very Large class later in the game with over 20+ aliens (including a high ranking alien like Commanders!!!!!). So many important choices to be made by the player if this mod route was followed.

Edited by ProjectVRD
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  • 1 year later...

I for one would very much enjoy being able to distribute my colonels to different bases worldwide and to have to be in charge of defending multiple bases. Personally, I thought that the base defense mission was a great break of pace for the game and I wish that you had to defend each of your bases instead of it just being a one-time thing. The fact that you didn't have your dream-team ready to go and were caught off guard made it much more of a challenge, which I personally enjoyed. Besides, it only makes sense that if you have stationary positions that eventually the aliens would come after you.

 

And about balance, it doesn't have to be that in each base on each continent that you get research centers and workshops. You could easily keep it so that it's mostly just a hangar but that you had some soldiers who were on base (randomly selected from your barracks like with the core mission) and would have to defend each one. Heck, you could even have it so that you could have multiple sky rangers and separate crews. I mean you can recruit up to about 70 or so soldiers, it only makes sense to make sub-squads, otherwise it's a waste of personnel unless you have long-war installed in which case your soldiers drop like flies.

 

Point is, it could happen and could easily work and I for one would enjoy more base-defense missions.

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  • 10 years later...

Honestly, it's the only thing I liked about phoenix point.
If not by itself, it'd be more fun as defend the base kinda thing. 

Especially if you use other mods and runs where each group is a battalion.
If your goal is to finish the run quickly, then yeah, maybe not that fun... if you instead make your run longer... it's actually alot of fun.

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