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Messages - Slaughter

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211
Offtopic / Re: Insane, Impossible Mod Speculation
« on: June 27, 2016, 06:17:37 am »
Wanted to post but BROWNSER AT MY POST SO LET"S GO AT IT AGAIN



My thoughts on how it would work, mechanics-wise:

Geoscape: Smaller scale, more detail than X-COM's, focused on Southern USA - thinking Gulf South minus Texas, mostly states near Florida. Dunno how to do without oddities in Earth's globe or the day/night circle.

Instead of the Founding Nations, it would be something like a lot of city-states, tribal confederations, chiefdoms, republics, kingddoms, townships, weirdo sects, etc, helping the Brotherhood of Steel in exchange for protection against raiders, mutants, marauding tribes, crazy cults, pirates and the Plants (which I have come to call "The Bloom" or "The Blooming").

cont because I have to leave.

-CONTINUED-

Because your movement is far slower and the region bigger in detail, time is more important, as well as location.

Expanding on my idea, my idea is that in the early-game, the guys who stabilish your base/your first soldiers are pretty much a bunch of brotherhood initiates with some basic training, pretty much a bunch of jumped-up tribals. The whole start is pretty much a scouting/combat exercise - The Midwestern BOS doesn't consider the whole thing anything more than that, most elders think all the weird rumours from out of the midwest are ridiculous, but might as well investigate anyway.

So, early game your guys are pretty much a bunch of jumped-up tribal noobs sent to scout the area, find out what's up in the region, find pre-war sites of interest (of which your starting base is the first, as classic BOS tradition of taking over pre-war bunkers. No need for upper-level bases!), make links with the locals, the works. Low-key stuff.

Think Solarius' X-COM Files - the early game is about finding the real threat (I mean, plants ravaging human civilization and regenerating the wastes? That's ridiculous, right?), and once you do the main MWBOS starts supporting you. So yeah, no Paladins in Power Armor this early. Or FOT, where your dudes are tribals straight out of training using some crappy firearms, probably stuff the Brotherhood took off some dead raiders a paladin killed with his powered armored pinky on a dare.  ;D


Vehicles/Interception: Would love to have Land, Water (river AND sea!) and Air vehicles.

My thought is that at first your "vehicles" are pretty much local guides - AKA a bunch of dudes who lead you around and stuff. No weapons (maybe later give them a anti-vehicle weapon or something?). Then you get other vehicles - say, a two-seater bicycle (land, fast, no weapon, two persons only), a brahmin carriage, a canoe. Maybe better guides.

Then better vehicles - bigger boats, vehicles using biofuels (fresh from sugar cane slave-labour plantations, of course). The end vehicles would be classic Fallout battery and fusion-powered cars, trucks, etc - So Fusion Cells are pretty much the equivalent of Elerium - they even power the energy weaponry!

Air vehicles would probably show toward end-game - maybe starting with a basic air baloon and then zeppelins, maybe a propeller plane. I think the "Ultimate Craft" would be something aerial, quite cool - no, NOT a Vertibird because I think they're already over-used in Fallout - maybe a huge-ass Zep or chopper.

The enemies progress in the same way so early on you see pretty much parties of raiders going around, and later enemies would get their Mad Max on so you have to put a gun in your buggy and such. No idea how the plants would even do it, maybe their "vehicles" are actually animals they piggyback on, so you have to send a plane to shoot off a lot of infected birds or something like that. Weird, right.

Tech and gear: Game starts on low-tech, tribal/scav level - crap guns, crossbows, spears, molotovs, boom bugs, knives, etc. You can get more gear to buy through "research" like making nice with merchant guilds and such, and to manufracture by finding blueprints, which range from "how-to" home-made stuff guides to pre-war blueprints. Eventually once you get your superiors onside for The Real War, you can buy stuff directly from the Brotherhood, like Laser Rifles. But that sorta thing is EXPENSIVE, because its a long and the Brotherhood doesn't take chances when it comes to protecting their tech. You can even buy good soldiers, but more on that later. Not sure if Power Armor should even be buy-able (or manufactured), or just immensely expensive.

Also this means that explosive spam isn't a doable strategy for a certain part of the game. Only by mid-game you start getting good explosives.

Wacky idea: You actually take a penalty for destroying equipment in missions - so something like a pipe rifle out of scrap is insignificant, point-wise, but blowing a unique pre-war prototype or a dead body in Power Armor? Hahahahahahahahha enjoy your minus points.

Economy: A lot more rough-shod than the usual X-COM game. A lot more scavenging and jury-rigging. Would love to have something like a X-COM Apoc-style market.

Battlescape: Your soldiers are more "sturdy" than the average X-COM rookie, not because they're tougher (they're humans... well, most of them will be), but because the weapons simply have lower power. Would also need some way to feedback hits that damage the target.

Also, I want a more RPGish experience. Think Fallout Tactics transplanted into X-COM. Maybe even add different new stats and such to represent some of the classic Fallout mechanics - say, split Firing Accuracy into Small Gun Accuracy, Big Gun Accuracy, Energy Accuracy, etc. X-COM already has Throwing and Melee Accuracy.

One problem I have is how to depict Fallout-style critical hits and aimed shots. Maybe add a new stat (Critical Chance? Luck? Precision Aiming?) that deals with the X-COM damage rolls? The idea is to differentiate between a soldier who just shoots center-of-mass very well and someone able to shoot weakpoints and such - the classic Fallout Sniper vs Fast Shooter dicotomy - go for the eyes or just send a rain of lead? Maybe involve attack types too.

Soldier Ranks: I'm thinking:
Rookie/Initiate
Squaddie/Squire
Sergeant/Junior Knight
Captain/Knight
Colonel/Paladin
Commander/Head Paladin

(personally I would love to pad it out to properly display the Brotherhood ranks, but I would settle with making promotions far slower than base X-COM. So yeah it will take a while for your scrubs to become Paladins).

Early on your first soldiers are your starting eight brotherhood, and native locals with low stats (because they're untrained, undisciplined, etc). Your starters are a bit better than them. Later on you can recruit BOS initiates (trained, unlike the locals, but more expensive) higher-ranking soldiers, with a cost. Maybe even recruit Knights.

There would also be other soldier-types - Like Mercenaries. Maybe even mutants - say, Ghouls, Super Mutants, maybe something like a Swampfolk or Trog - as auxilia but they lower your squad morale. Super Mutants would probably be the strongest, but most expensive type.

One idea I had is that you can eventually enhance your troops with expensive, but totally-worth it implants, like in the original Fallout games.

One problem I had was Psionics - Psykers exist in Fallout but they're rare. Outside of Beastlords and maybe the rare mutant psyker the only foes with psionics I thought of were the plants. And no psionics for the player at all. Alternatively, you can eventually use psionics because the Bloom is also a psionic entity (think SMAC Planetmind, but plants instead of fungus), so you can sorta "hijack" that energy and use it, but once its destroyed the psionics go away.


Opponents and missions: Early on your opponents are dangerous animals and stuff like raiders, tribal marauders and general waste scum. As the game goes on you start to fight well-armed foes and mutants and other organized groups as well as The Bloom.

There's also the idea of having Piratez-style oponents you can't attack without losing points, but there's worthwhile loot over there - say, traders, governments' troops, non-inimical factions, etc.

The UFO equivalents ("Unknown Travelers?") do missions depending on their make-up - so raiders raid, terrorize and kidnap, traders trade, plants grown and attack humans to use them as fertilizer or clean out a threat, technocratic orgs go after pre-war tech, etc.

Oh yeah, one idea I had was the idea of missions to Pre-War facilities and ruins for scavenging. I'm thinking there would be two kinds:

1. Scout Pre-War Cities, which would be always available once per month in all the local pre-war cities. But on the other hand, the local loot is pretty much random so most of the time you just fight some scavs or animals and get crap. But sometimes you come across something good.

2. Pre-War Facilities - found either by patrolling/"radar" (VERY HARD), or by "researching" maps found sometimes in possession of certain enemies. These would be harder, with the player fighting other scavs (and even other technocratic factions), dangerous mutants or security robots. Maybe even some timed missions to represent high-rad areas.

212
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 20, 2016, 10:31:26 am »
Hey Solarius, if you want some inspiration: Check out old plataformer Arkritz The Intruder. Cult classic, I think its mostly unknown outside of Brazil and Europe.

Its a game about a corrupt ex-cop washing his troubles down with alcohol... which causes him to end up hunted down by the authorities while trying to fight a invasion of aliens and mutants in a small town and solve its mysteries. With sarcastic commentary inside your head, hehehehehe.

Don't be offset by plataformer, a good part of the game is about running around a small city with beautiful graphics, fighting and fleeing from all the enemies and collecting gear in a realistic world.

Might give you ideas. Great game btw. Hard as FUCK tho.

Enviado de meu SM-G3502T usando Tapatalk

213
Offtopic / Re: Insane, Impossible Mod Speculation
« on: June 19, 2016, 09:57:26 pm »
Fallout mod!

Best idea I had was pretty much Fallout Tactics 2.

There was a FOT2 concept that never got the go-ahead.

The game would happen in the american south.

The plotline was that a GECK got irradiated and now it started to grown freakish plants and a entirely new ecology.

It starts to regenerate the ecosystems while hijacking animals as seed carriers. Humans take issue because while the plants are regenerating the world, humans don't want to become fertilizer.

The Brotherhood of Steel (Chicago chapter) are pretty much a fascist organization and a brotherhood only in name.

My idea is that the game would start with the MWBOS sending a bunch of tribal scrubs, eer scout initiates to survey the area, find tech, investigate rumors of weird events, get the locals onboard the BOS train and pave the way for a real expedition.

The countries would be all sorts of city-states, tribal confederations, coalitions and leagues, kingdoms, chiefdoms, republics and towns. You have to convince them to help the BOS war-effort by protecting them from raiders, mutants, invaders, marauding tribes, and of course the plants.

Got some ideas for mechanics, more on it later.

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214
Graphics quibble: Going by Apoc they look a bit too alien. If I remember right the Hybrids were made for infiltration, right? So once someone revamps them artistically then they should look human-ish - from nearly human to alien-ish but disguiseable.

Of course, maybe those are the alien hybrids, and the X-COM are made deliberatelly alien to prevent... problems.

Hey, just perceived another possible bonus: Night Sight Range!

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215
Released Mods / Re: [SOLDIERS] Alien Hybrid Soldiers
« on: June 13, 2016, 07:35:58 pm »
Fantastic mod!
The age of Soldier types is upon us, people!

Also this makes a Alien mod more possible.

Do the hybrids come together with the normal soldiers you recruit or are they recruited/made differently?

216
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 11, 2016, 08:33:37 pm »
I don't even know what I'm looking at - Underwater mission?

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217
Suggestions / Re: Play as the Alien Menace
« on: June 09, 2016, 05:23:25 am »
Some thoughts I've cultivating about the whole Sectoids vs Micronoids idea:

- Lorewise, this could happen before the supernova that destroys the Micronoids' world. Humans stay ignorant of the whole affair, Sectoids with their superior tech find out, they fight. They use a different technology from Dimensional Gates (or the gates are somewhere humans can't see). Your alien group is tasked with investigating and then fighting this new threat.

- How would Disruptors be in OG X-COM mechanics? I'm thinking that rather than making them another "more power" energy weapon, make them like people often use them in RT: They're a low power, rapid-fire, unlimited ammo weapon. Think more like conventional guns or lasers rather than plasma. Maybe give them a armor-eroding effect to prevent heavy armor from simply tanking it all, and make early-game armor and stuff more vulnerable to Disruptors. They're not a improvement, they're a different sort of weapon.

- Dimension Missiles: Just MOAR POWER? One idea I had is that its literally a DIMENSION missile - As in, Blaster Launchers are teleguided, Dimension Missiles phase or teleport through things. Similar, but different.

- Forcefields = Huge HP? I'm thinking late-game Anthropods with more HP than a Cyberdisk here. A separate HP pool independent from normal HP would really rock.

- Teleportation and Invisibility could be clever tools, especially if you're unable to reverse-engineer them (maybe its dependent upon the aliens' dimensional tech).

- Entropy Launchers: Armor-eroding and damage only? Any way to mimmick their cool effect?

Enemy races? Going by UFO it would be Humanoid-ish enemy with guns + Terror unit with exotic ability. So Anthropods and Skeletoids?

Maybe subvert that somewhat - say, Brainsuckers as both a stand-alone race (alongside human thralls and Popper terror unit?) and attack? Would Megaspawns be better a race in themselves or a Terror Unit? Multi and Hyperworms?

218
Stoddard if you implement this you will be a saint.

If it can be dynamic then even better.

I'm imagining the start being like vanilla, with UFOs just doing their thing and minding their bussiness and laughing at puny humans and their puny jets and radar.

Then in month 2 or 3 they start sending UFOs to escort vessels, or even do Close Air Patrol missions near mission sites.

Late-game it would probably be sending battleships in groups to patrol and attack everything flying nearby, doing so to obtain total control of worldwide airspace.

Btw, how would Reverse-Interception work?

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219
Suggestions / Terrain Type Indicator
« on: June 02, 2016, 06:42:29 pm »
This is prob more of a mod, but...

I think everyone and his mother uses new terrains these days... and really, why shouldn't you? They're great, go get them. NOW!

Anyway, what I mean is: The map simply isn't sophisticated enough to convey the needed info, especially in places that may be plain ground or forest either way. With the new terrains, terrain knowledge before deployment is necessary and useful.

I'm sure no military force worldwide deploys anywhere without knowing where they are fighting first. So what I was thinking is somesort of pre-mission interface symbol or such showing the terrain of the mission. Say, even something as simple as "Forest", "Plain", "Desert", "Warehouse", etc would be great.

220
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: June 02, 2016, 06:36:16 pm »
Hell yeah Mig-31! Now that is a fine bird!

What's the NATO equivalent - F15E? F22? I think there were a few F22 produced by 1999 or so.

Just struck by a thought - the early game missions may be a lot more, shall I say, "fair" in the sense that alien small UFOs are not outnumbered by the Skyranger's vast number of soldiers (I think the early ships carry somewhere in the neighboor of 6-8 aliens, right?) that allow you to deploy immense firepower by day 1, and they're fighting inferior MiGs and other planes with inferior weaponry, rather than X-COM swatting everything that's not a Large ship from out of the sky with dual avengers.

221
Has anyone ever tried to take on alien geoscape AI - as in, the aliens acting and reacting to human behavior on the geoscape.
And by that, I mean (mostly) things like aliens fighting an active air war and attacking your Interceptors and Skyrangers?

222
Suggestions / Aliens Own Earth
« on: June 02, 2016, 03:26:16 am »
https://www.ufopaedia.org/index.php/Aliens_Own_Earth

I read about this a few times but never had the time or courage to get it working

Seems like the ultimate challenge mode to me. Wonder if a mod that makes the aliens start with 20 alien bases of random alien races is possible to include, maybe as one of those optional mods that comes with Open X-COM.

One could even make multiple versions of this - say, Aliens Established on Earth, where they start with a few bases (say, 1-5), or Aliens Midway Dominant where they start with 10 or so bases.



223
Suggestions / Re: Grenade launcher too op?
« on: June 02, 2016, 03:18:23 am »
Have you tried using the new terrains?

Because I play with FMP which has both GL and new terrains. The new terrain seems to be tailor-made to avoid grenade cheese - more slopes make it harder to simply use the grenade launcher like a mortar, and lots of trees in forested terrain are hell for grenadiers. Sometimes I switch my GL for a auto-cannon or heavy cannon when I know the terrain is bad for it.

224
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 02, 2016, 12:02:32 am »
Can't attach files through tapatalk, that's why I sent you mega links.

here it is

225
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: June 01, 2016, 11:21:06 pm »
Terror Mission to Japan

First Turn - Two Cyberdiscs straight out of the Skyranger. Another one close by along with a alien sniper in the side. I knew then and there this mission would be hell. Blew one, failed to blow the other, aborted mission.

You know what? I think Japan can fend for itself just fine. Bye!

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