OpenXcom Forum
OpenXcom => Suggestions => Topic started by: Angelus_EV on February 19, 2014, 10:13:28 am
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Idem, maybe you can inplement something like tftd final battle, maybe 4 or 5 aliens generating a power field over the main brain, and very aggressive. Then you must kill all of them to finally kill the brain, but if the brain have her own power field what must be fired 9 times to destroy it? Then final shoot!
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A cool idea but the point of OpenXcom is to emulate the original while fixing a lot of the bugs and limitations. :)
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I know, but can be a turn on/of feature in advaced settings
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and more! the mega brain its a master brain, isn't? the he can control your mind:
beginner: randomly if can see you face to face
experienced: randomly if any alien spot you
veteran: frequently
genius: very frequently
superhuman: almost all the time
or you can use "%" numbers
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I'm not sure how it actually works in OXC, but it sounds like beefing up the final mission is prime mod material. More and nastier aliens, harder tactical positioning, a number of innovative high-technology devices a-la "closed door" to prevent people from blaster-bombing their way through, and of course the Master Brain should probably be given a whole lot of psionic potential.
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Yea, takes a lot of effort to get there and then the last battle is too short and easy, i love the original xcom, i played 1.0 1.2 and 1.4 even in black and white monitor at my first pc, the opportunity to improve the game is great, do it please
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I'm not sure how it actually works in OXC, but it sounds like beefing up the final mission is prime mod material. More and nastier aliens, harder tactical positioning, a number of innovative high-technology devices a-la "closed door" to prevent people from blaster-bombing their way through, and of course the Master Brain should probably be given a whole lot of psionic potential.
At the moment the Brain is just a set of scenery pieces put together. You can mod extra aliens with better weapons in by editing the deployment definitions in the ruleset but changing the map blocks requires a program like Mapview (https://openxcommods.weebly.com/mapview.html) and would also affect standard alien bases. The final mission is randomly made anyway so tactical positioning wouldn't change much but you could increase the size of the map (deployment and/or mission definitions) to make it harder.
You only thing you couldn't really do with ruleset modding is making the Brain do something.
Hope this helps you with the mod. :)
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You could make a 2x2 brain alien that is blocked in from all sides rendering it unable to move.
Then give it Psionic powers double that of an Ethereal commander, lots of HP and armour... ^^
And make a rule set that if it dies all aliens die and trigger the end scene... ;)
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You could make a 2x2 brain alien that is blocked in from all sides rendering it unable to move.
Then give it Psionic powers double that of an Ethereal commander, lots of HP and armour... ^^
And make a rule set that if it dies all aliens die and trigger the end scene... ;)
Even easier, make it a 2x2 alien with no energy (so it can't move even if it has TUs) that explodes on death with more force than a Blaster Bomb, destroying the actual Brain that's a normally indestructible piece of scenery right behind the creature!Brain.
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is soo good to see ppl interested in this topic
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Even easier, make it a 2x2 alien with no energy (so it can't move even if it has TUs) that explodes on death with more force than a Blaster Bomb, destroying the actual Brain that's a normally indestructible piece of scenery right behind the creature!Brain.
I'm not against it, but remember than a zero energy brain (or a trapped brain) will still be able to turn around. Which might actually be cool, but it'll be a hell of a work - 2x2 unit sprites are bitches to work with, much less to create!
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I'm not against it, but remember than a zero energy brain (or a trapped brain) will still be able to turn around. Which might actually be cool, but it'll be a hell of a work - 2x2 unit sprites are bitches to work with, much less to create!
There's an easy workaround for this, mind.
Let it turn around all it wants. And leave all sprites the same. It will turn around, in principle - but the player will never see it.
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There's an easy workaround for this, mind.
Let it turn around all it wants. And leave all sprites the same. It will turn around, in principle - but the player will never see it.
Hmm, true... :P
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I believe the final battle should have a larger number of aliens as well as more variety. I believe that the first stage of the mars assault should not only include sectoids and cyberdiscs, but floaters and reapers. Also, for the base in mars, I believe that it should have all aliens and terror units present in the game: sectoids, floaters, snakemen, ethereals, mutons, cyberdiscs, reapers, chryssalids, sectopods, celatids, and silacoids.
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I believe the final battle should have a larger number of aliens as well as more variety. I believe that the first stage of the mars assault should not only include sectoids and cyberdiscs, but floaters and reapers.
I don't know about reapers in low-pressure-environments... then again, sectoids are pretty silly in that setting, too. If we want it to make sense, I'd go for cyberdiscs, sectopods, floaters and silacoids in the mars-surface-battle. those are the aliens that I'd believe to survive that environment.
...also, we should disallow anything below power-armor for the xcom soldiers ;)
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I don't know about reapers in low-pressure-environments... then again, sectoids are pretty silly in that setting, too. If we want it to make sense, I'd go for cyberdiscs, sectopods, floaters and silacoids in the mars-surface-battle. those are the aliens that I'd believe to survive that environment.
...also, we should disallow anything below power-armor for the xcom soldiers ;)
I'd like to see these changes too. Although I think Mutons also have potential to survive, perhaps even greater than Floaters.
But... Sectopods? I mean it makes sense, but... D:
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Although I think Mutons also have potential to survive, perhaps even greater than Floaters.
Mutons still have to breathe. Floaters have large parts of their body replaced by a life support system ("The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This would enable the creature to survive in extremely hostile environments."). I'd go for Floaters :D
what about sectopods? Too powerful? I thought that was the whole point of this thread, anyway ;) :P
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Sectopods are mechanics exelent for hostile environment
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Mutons still have to breathe. Floaters have large parts of their body replaced by a life support system ("The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This would enable the creature to survive in extremely hostile environments."). I'd go for Floaters :D
I think Mutons are cyber/bioengineered enough to allow for such an assumption. However, it's purely subjective.
what about sectopods? Too powerful? I thought that was the whole point of this thread, anyway ;) :P
Well... That's true, but it's still scary! (Not to X-Com masters like us, of course.)
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and..... crysalids!!!
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a new idea!!
in the lasts moments when the brain see you as a reaction fire method can summon Chrysalids in the room.
The mother of Horror!!!!
think this, finally you get access to the brain room there are the acolytes of the brain they must defend the brain, no random behavior just fire against you the brain still do nothing its safe whit his 2 psi power camps then you kill the acolytes and say you next mother fu* the brain spin he cant move but trembles of fear try take mind control of you you fire once it "scream" and summon a Chrysalid, then you kill the Chrysalid but again mind control or new Chrysalid, everything depends of how many UT´s it have based on the difficult level, but it "scream" in every shoot you do!
like NOOOOOOOOO!
NOOOOO! son! Noooooo!
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I didn't quite understand it, but I have this now after reading your post.
Put chryssalid eggs all over the place and the Mother will force the eggs to hatch as you get closer. New born chryissalids now in your way and possibly surrounding you, because not all of them hatch yet, some will and some won't during every turn. so you gotta slowly creep through as you're crossing the unhatched eggs with enough reaction fire to defend yourself. Destroying the heavily armored eggs only brings out a weaker Chryssalid.
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cool, we only need a good modder to do this! i only can make ideas, no code :(
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i was thinking in a boss game mechanic, making a unit replacing the decorative brain whit Stats, UTs, life etc. but a lot of.
Then you need many soldiers doing a lot of shoots 3 o 4 tuns to bring his life down.
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I once had a sectopod take out my entire elite squad.. one... sectopod.... It was so painful and brutal. https://www.youtube.com/watch?v=fyhWjMrmtEk (superhuman)
So having a sectopod (or two, three?) up there will definitely be fun on if they need to be taken out before the brain can be touched. Curious, it would be nice if we could continue the game after we beat Cydonia, and continue battling UFO incursions.. Kind of like a No-Ending Mod which will also let you continually go back to Cydonia? :) Very interesting mod aspect.
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sectopods and civerdiscs are weak against laser
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We need to think of something for the Brain to do that would give you the idea that the Brain is desperate and ready to die with everyone inside.
Explosions everywhere? Like an epic movie, and whoever is left standing finishes the job. Sounds good?
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its something, we can try and test and try and test.... to see the light at the end of the tunnel 8)
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This is something that would be best had as a mod, not an engine feature.
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Hm... maybe a different mission on Mars, destroy sectoid cloning labs, chryssalid nests, muton desexing factories, floater cybernetics, stuff like that. That'll put an end to them, and maybe there are good Mutons that can be enlisted...
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Hm... maybe a different mission on Mars, destroy sectoid cloning labs, chryssalid nests, muton desexing factories, floater cybernetics, stuff like that. That'll put an end to them, and maybe there are good Mutons that can be enlisted...
Why? Killing the brain kills the entire operation. Why waste resources on blowing up barracks, fun as it is?
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Well kill Hitler before the entire war... sometimes you just can't
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Well kill Hitler before the entire war... sometimes you just can't
Yeah, sorry, you're right, but it really smelled like Apocalypse to me. There were multiple exposed buildings there, but you couldn't invade any of them, you had to do it in sequence. It was dumb and I tend to react negatively to anything alike.
Once you think about it, a Contra-like run across several thematic maps to get to the boss is kinda intriguing. :)
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yea, imagine a Chryssalid nest! like aliens movie.
OMG.
a sectoid clonation chamber! really cool.
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maybe we should get some isometric sprites for this guy:
(https://www.nowgamer.com/siteimage/scale/800/600/196268.png)
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maybe we should get some isometric sprites for this guy:
(https://www.nowgamer.com/siteimage/scale/800/600/196268.png)
As they say on the internet: all of my boners, dude. All of my boners.
11/10
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This explains everything.
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Yeah.. maybe before his death he made a pact with the aliens, that's why the allies united to clobber him. And the aliens certainly had the advanced technology to preserve his brain/head....
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Please return to topic, i replay the final battle, and noticed what you kill all the alien, trigger the final sequence. Even if i don't kill the brain
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All the more reason to make the brain an actual 2x2 alien, so you actually have to kill it to end the mission.
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Please return to topic, i replay the final battle, and noticed what you kill all the alien, trigger the final sequence. Even if i don't kill the brain
this is by design, why bother spending 10 extra turns to get to the immobile, defenseless boss when there's zero opposition left? that's just boring busywork.
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Yea, you right but how something defenseless can rule the galaxy? It may control mind even time and space
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do not get me wrong, the game is perfect like it is now, you ppl are the best of the best bringing us the mos perfect xcom never made
its just a suggestion.
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I'm not a mod or anything, but shouldn't there be more strict rules on double posting?
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I can imagine a scary situation where someone rage quits after killing the last alien, not realizing he was supposed to kill the brain. Maybe he'll even try to throw his weapon at it, or make human sacrifices in front of it....
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Replace all the weak ass celatits and silacoids in the final mission with these guy's:
(https://usrbin.info/wikipediavspredator/media/img/predator.jpg)
Could make make sense too, as in the brain hired a few as personal protection.
Stats: same as Chrysalid terrorists with the armour ignoring melee attack. But also with a ranged laser and only visible when within 10-15 tiles instead of 21... ^^
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I was thinking one thing that would be cool for the endgame would be an inverse of the regular game: the geoscape goes to Mars, and you end up as invaders much like Aliens on Earth. Maybe having to build a few bases and attack some Mars bases before finding the real final Mars base. You'd think aliens so advanced would have a lot more than just 1 base...
Of course, this would probably be a hell of a lot of work, and is well outside the scope of a ruleset mod...
Otherwise, it would probably be best if the final base had its own map group so it didn't have to use the regular Alien Base elements (allowing different rooms than it). But this is a mod feature rather than an endgame feature.
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I was thinking one thing that would be cool for the endgame would be an inverse of the regular game: the geoscape goes to Mars, and you end up as invaders much like Aliens on Earth. Maybe having to build a few bases and attack some Mars bases before finding the real final Mars base. You'd think aliens so advanced would have a lot more than just 1 base...
They do have more then one base but only one on Mars.
Remember current day Mars can't really support life any more with its very thin atmosphere of Carbon dioxide... :P
The Cydonia base exists thanks to some kind atmospheric bubble around the entire site and the fact it is close to a large Elerium stockpile left millions of years ago...
The bubble also explains why Xcom troopers can breath there without powerarmour... ;)
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Heh, its funny if you sent them up there with the personal body armour...