OpenXcom Forum

OpenXcom => Offtopic => Topic started by: nadir-1648 on October 26, 2015, 01:07:34 am

Title: Insane, Impossible Mod Speculation
Post by: nadir-1648 on October 26, 2015, 01:07:34 am
I'm sure everyone has an idea for a mod that's completely inconceivable, right? Share your lunacy with us!

I, for one, have had the idea of a Dead Space mod, where clicking a unit to shoot it lets you pick what part to aim for. Same setting, 1999 and such, but with necromorphs. At first you'd be getting absolutely trounced because starting weapons, but as you move on your scientists develop much more effective implements of dismemberment!

Possible? Hahaha no. But still a fun idea :D
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on October 26, 2015, 04:34:24 am
For me it'd be random personality traits and ensuing simulated social interactions of soldiers during their base time, indirectly influencing combat readiness and other stuff. Think Dwarf Fortress.
Title: Re: Insane, Impossible Mod Speculation
Post by: XOps on October 26, 2015, 05:51:57 am
For me it'd be random personality traits and ensuing simulated social interactions of soldiers during their base time, indirectly influencing combat readiness and other stuff. Think Dwarf Fortress.

Oh God. Now the aliens don't need to invade. They can just let the XCom base be destroyed by one soldier who got in a bad mood and started a tantrum spiral.

In regards to impossible mods, there are two things I would love to have.
1: A special infiltration mission. When the alien battleship touches down on a city, I want it spawn an infiltration site. XCom could then land on that site like it were a terror mission. If XCom ignores the site, or fails the mission, then the pact is sighed.
2: A tactical air combat system as detailed as the ground combat. I want the XCom air war to be as desperate and detailed as the ground war.
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on October 26, 2015, 06:45:23 am
Oh God. Now the aliens don't need to invade. They can just let the XCom base be destroyed by one soldier who got in a bad mood and started a tantrum spiral.

Ohh I was too literal. With built-in safeguards, like normal humans have, and which those dwarves lack :)
Title: Re: Insane, Impossible Mod Speculation
Post by: nadir-1648 on October 26, 2015, 06:48:43 am
Ohh I was too literal. With built-in safeguards, like normal humans have, and which those dwarves lack :)

X-Com soldiers are hardly normal people. You'd have to be a real lunatic to sign up for this  :P
I've also seen multiple HE-related incidents that say they don't habr safeguards...

Edit: Or have, even -.-
Title: Re: Insane, Impossible Mod Speculation
Post by: hellrazor on October 26, 2015, 07:35:46 am
Oh God. Now the aliens don't need to invade. They can just let the XCom base be destroyed by one soldier who got in a bad mood and started a tantrum spiral.

In regards to impossible mods, there are two things I would love to have.
1: A special infiltration mission. When the alien battleship touches down on a city, I want it spawn an infiltration site. XCom could then land on that site like it were a terror mission. If XCom ignores the site, or fails the mission, then the pact is sighed.
2: A tactical air combat system as detailed as the ground combat. I want the XCom air war to be as desperate and detailed as the ground war.

Your first point could be made reality you know? At least partially, the Battleship landed in the City.
Title: Re: Insane, Impossible Mod Speculation
Post by: hellrazor on October 26, 2015, 07:37:13 am
I want a Mod were X-Com travels back in time and prevents the Alien Empire to start to exist in the frist place.
A mod were you would help to fight the Sectoids vs the Dark Brain influences which enslaves them.
A mod were you would fight on the Brain Homeplanet to eradicate the Ethereals.
Title: Re: Insane, Impossible Mod Speculation
Post by: Arthanor on October 29, 2015, 04:18:53 am
My "impossible mod" would be a physics engine for the game. Where if you destroy the trunk of a tree, the rest of it falls down and becomes a heap of debris.

On the "doable but lots of work" list:
And a different aiming system, where kneeling behind an obstacle with only your head poking out makes you harder to hit than standing in the open, by having hits be centered relative to the total area of the target, but with more spread, instead of the current mechanic.

And an ability for units to "trample" terrain/units. Draw the route as if there were no obstruction, every step, apply (a ruleset defined) damage to any blocking terrain or unit (for a certain TU cost). If destroyed, continue, if still standing, stop. This would allow for reapers to burst through some walls, and tanks/sectopod to not be blocked by bushes.
Title: Re: Insane, Impossible Mod Speculation
Post by: Cristao on November 02, 2015, 10:26:17 am
Team Dynamics. If you dont use a player for a certain period of time, his stats decrease and morale drops.
Title: Re: Insane, Impossible Mod Speculation
Post by: Boltgun on November 02, 2015, 12:37:13 pm
An invasion mod. Play as aliens, spawn UFOs, initiate terror missions and win.
Title: Re: Insane, Impossible Mod Speculation
Post by: Hobbes on November 02, 2015, 11:29:40 pm
Z-COM: fight the zombie menace!

Start with firearms but as the zombie apocalypse progresses your soldiers will have to salvage everything since infrastructure and civilization are crumbling down, so you have to resort to machetes and sharpened poles at the end of the campaign.
Title: Re: Insane, Impossible Mod Speculation
Post by: DoxaLogos (JG) on November 03, 2015, 02:24:45 am
Real economic simulation with supply and demand.  The more you produce something for cash, the less it produces a profit and takes a while for demand to creep back over time.

More chaotic/realistic civilian AI modes: getting troops between them and aliens, cowering inside closets, running for the skyranger, etc.
Title: Re: Insane, Impossible Mod Speculation
Post by: KingMob4313 on November 03, 2015, 03:40:45 am
A reworked armor and weapon penetration system.

Ability to shoot through walls without wrecking them (would work with the penetration system)

A luck stat and a science stat. 

To have 'Field Scientists' that you take out on missions, use scanning devices and bring back research points for your side.

A reaper that could bust through walls to get to you (The Chrysalid is evil enough and doesn't need this, thank you)

Changes to the shotgun mechanic:
1) so that it first picks a vector (gun to target) and then all shots work around a cone based off that initial vector. (pretty sure it doesn't work like that now)
2) that it can do a variety of damage types, including explosives.

Changes to explosives so that they can be directed (cone shaped).

Title: Re: Insane, Impossible Mod Speculation
Post by: Arthanor on November 03, 2015, 06:59:54 am
You can have a variety of damage types for shotguns, and I think Piratez does it even for explosive type. As for how it works, I'd say each shot is scattered individually.
Title: Re: Insane, Impossible Mod Speculation
Post by: hellrazor on November 03, 2015, 07:56:20 am
A reaper that could bust through walls to get to you (The Chrysalid is evil enough and doesn't need this, thank you)

I actually want Chryssalids with Psionic zombification powers! Those would indeed not need the ability to bust through walls *evilgrin*
Title: Re: Insane, Impossible Mod Speculation
Post by: Mr. Quiet on November 03, 2015, 08:31:49 am
I want a mod that let's you continue running X-COM with volunteers after the Counsel tries to shut you down. The CFN becomes your enemy and send Navy Seals, SOCOM, legions of the best from around the world every month.

That's not what I'm talking about. This next section involves changing a lot of how the game rewards you. So bare with me. These are rough ideas that may or may not be possible to implement.

If you need a challenge, this is it. You won't worry about the Counsel's point system anymore, but funding and supplies will have to come from a 3rd party, maybe corporations and strange factions you can accept or deny. You will be juggling these groups and some will pay well, others not, though they'll come with different benefits and perks. You'll also need to worry when a group nags about you accepting funding and benefits from their enemy or if they become enemies with a current funding faction member. Anyways, benefits are as the original when the Counsel did everything for you, but you won't get everything at once. Benefits come from giving you a recruiting roster to hire new operatives, to being able to safely supply you with certain arms, armor, accessories. Perks would be quicker injury recoveries, to cheaper building costs, you know the generic gaming stuff. Also if a dictator takes on to your cause, you'll be able to build bases without any retaliation. Building anywhere else gives you a small chance of getting discovered by that nation and the Counsel finding out. You'll be building bases in a more secretive manner, so you'll be okay. It's just the known bases, before the CFN disowned you, that you'll have to defend.

I could go on, and I did write a looong topic about this awhile back in the suggestions. You can try to look for it if it interests you. Others chimed in as well.

Edit: I found my old topic. https://openxcom.org/forum/index.php/topic,1542.msg14101.html#msg14101
Title: Re: Insane, Impossible Mod Speculation
Post by: Yankes on November 03, 2015, 08:53:50 pm
Rotation of battlescape. Each tile have 4 real walls. Each object have 4 different sprites for each direction. Now you can look on battlescape from any direction (of course 4 not 360 :> )
Title: Re: Insane, Impossible Mod Speculation
Post by: Hobbes on November 03, 2015, 10:12:15 pm
Also if a dictator takes on to your cause, you'll be able to build bases without any retaliation.

And if you placed a base in North Korea you'd also get a signed pic of the Supreme Leader ;)
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on November 04, 2015, 11:14:21 am
I'm sure N. Korea would be a perfect place for such an X-Com to operate from. Everything's for cheap and the Glorious Leader asks no questions and doesn't really give a s**t if you break law as long as you have cash on hand and are willing to do some favour from time to time :)
Title: Re: Insane, Impossible Mod Speculation
Post by: nadir-1648 on November 06, 2015, 07:43:00 am
I'm sure N. Korea would be a perfect place for such an X-Com to operate from. Everything's for cheap and the Glorious Leader asks no questions and doesn't really give a s**t if you break law as long as you have cash on hand and are willing to do some favour from time to time :)

And the access lift includes a statue of every Kim, oldest to youngest, and if they get destroyed so does the base
 :P Your partnership with North Korea also includes a steady stream of free, unpaid "volunteers" :D

Here's another idea. How 'bout vehicle (HWP and craft) operators, with skills that affect the performance of their vehicle (which they're assigned to in the Equip Craft menu)? If the craft is lost, you get a 50/50 chance of getting a special mission to go save the pilot. Both types of pilot appear in your base and can die in combat, and both can get experience and promotions like normal.
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on November 06, 2015, 09:18:43 am
And the access lift includes a statue of every Kim, oldest to youngest, and if they get destroyed so does the base
 :P Your partnership with North Korea also includes a steady stream of free, unpaid "volunteers" :D

Hehehe, right on target :)

And I'd love to see that 'save the pilot' mission... which brings back another idea - I'd also love to see craft's performance being influenced by that pilot's stats... (and it could either be a separate type of person or an xcom agent - either way, an experienced veteran can make all the difference, but losing them would be much more painful than losing just a replace-able interceptor...)
Title: Re: Insane, Impossible Mod Speculation
Post by: clownagent on November 07, 2015, 12:10:28 am
I would love to see flowing water/lava and rain.
Craters slowly filling with water.
Also maps mixed with underwater and land parts, where aquanauts could walk from the beach into sea and vice versa.
Or the hull of cargo ship half filled with water.
Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on November 08, 2015, 10:23:02 pm
Title: Re: Insane, Impossible Mod Speculation
Post by: niculinux on November 09, 2015, 11:32:04 am
  • Armed civilians, police or state army to fight against the aliens in Terrors.
  • Living pilots, chosen from your soldiers, whose stats affect air combat.
  • Scientists and engineers are your soldiers too!

Really interestin' hope to see in some mode someday, maybe called "realism mod" or something!  :-*
Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on November 10, 2015, 01:55:08 am
Really interestin' hope to see in some mode someday, maybe called "realism mod" or something!  :-*


I wouldn't call multidisciplinary superagents/pilots/geeks realistic, but whatever floats your boat... :)
Title: Re: Insane, Impossible Mod Speculation
Post by: Arthanor on November 10, 2015, 04:17:24 am
Ever watched "Agents of SHIELD" ? Or CSI? Obviously, real agents can do cutting edge science and tech, as well as marksmen-worthy shooting! ;)
Title: Re: Insane, Impossible Mod Speculation
Post by: Hobbes on November 10, 2015, 09:40:55 pm
as well as marksmen-worthy shooting! ;)

It is a well known fact that everyone acquires its shooting skills at the Imperial Stormtrooper AcademyTM, so this is completely unrealistic ;)
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on November 11, 2015, 04:07:31 pm
Ever watched "Agents of SHIELD" ? Or CSI? Obviously, real agents can do cutting edge science and tech, as well as marksmen-worthy shooting! ;)

They get much more taxpayer money per person than XCom, while not having to deal with interceptor retail and missile silo running costs and things like that, no wonder they're so good :)
Title: Re: Insane, Impossible Mod Speculation
Post by: KOYK on November 26, 2015, 12:25:53 pm
1) Geoscape Co-op Multiplayer, complete with real time battle, like x-com apocalipse.

2) Move your crew in your base ALL of them engineers doctors ect.

3) First person shouter combined with real time strategy battle (like all the usual x-com games). using graphics like doom 1 for the fps part.
Title: Re: Insane, Impossible Mod Speculation
Post by: crwydryny on December 08, 2015, 04:43:18 pm
I actually want Chryssalids with Psionic zombification powers! Those would indeed not need the ability to bust through walls *evilgrin*

thanks... thanks a F*ing bunch for that... I hope you don't mind if I send my therapy bill your way while I try to deal with PTSD caused by the thought of chryssalids that can zombify you from 1/2 mile away just by thinking about you :P
Title: Re: Insane, Impossible Mod Speculation
Post by: Nikita_Sadkov on December 09, 2015, 11:37:12 am
Maybe a mod that adds more personality to aliens, x-com squaddies and civilians? I.e. like ghosts in pacman have different behavior, modulated by players success. When player performs too well, that red ghost gets faster and catches him.
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on December 15, 2015, 03:45:12 am
Good on principle, Nikita, I fully support this, but there's a danger - if you overdo it, you get Homeworld where player is forced to meta-game and play badly on purpose, because stellar play leads to the game getting unwinnable. There has to be a very solid logic in place for every change in enemy/x-com behaviour, and it has to go both ways - if you're performing very well, not only aliens mobilize more of their resources to kill you, but also x-com agents are getting complacent and less focused, being drunk with victory. Also, both sides need to have a counter-action possible - when aliens mobilize, you can shift from confronting them head-on to harassing warfare, striking their supply lines, while strenghtening your defences; when x-com agents are getting complacent, you intensify the discipline (court-martialling troublemakers, for example, which means loss of veterans). Such mechanics would ensure that a player won't have to metagame and play badly on purpose - he'd just have to shift in-game strategy, action and reaction, diminishing returns. Conversely, a player who plays badly or is unlucky won't be given any gifts, only opportunities (but a bad player won't be able to take advantage of these opportunities).
Title: Re: Insane, Impossible Mod Speculation
Post by: Phoenix7786 on January 22, 2016, 10:58:54 am
I'd love to see a merged campaign of original plus TFTD. Yeah I know they're 20 years apart but just ignore that part for a sec. You'd start with 1 land base and 1 underwater base with the geoscape locations merged. Now if ships crash into the water, your subs can try to sift the wreckage. Your 8 base locations have to be divided up into land and sea, with your budget having to go into one facet or the other. Your research tech trees would be separated accordingly. It'd be fun, but a giant pain in the ass at the same time.
Title: Re: Insane, Impossible Mod Speculation
Post by: yrizoud on January 22, 2016, 03:32:54 pm
I'd love to see a merged campaign of original plus TFTD.
The following thread discusses this topic.
https://openxcom.org/forum/index.php/topic,1851.0.html
Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter on February 11, 2016, 11:26:09 pm
XSGCOM mod - for when one alien menace ins't enough

Open X-com Genesis mod.

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on February 11, 2016, 11:27:51 pm
XSGCOM mod - for when one alien menace ins't enough

Open X-com Genesis mod.

Is it a Stargate reference?

If so, count me in.
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on February 12, 2016, 02:22:08 am
Yeah the people who stand behind X-Com wouldn't probably shy away from a stab at taking over the universe (or, more realistically, Earth) by the use of stargates :)
The problem is we know little of the Ancients and we know little of the Ethereals and superbrains. Both civilizations are millions of years old. SG: Genesis shows quite clearly that the Ancients were technologically and scientifically inept as fock, but so we know little about ancient Ethereals. Maybe they got all their fancy tech only after subjugating Sectoids, and to this point just travelled the stars thanks to psionic powers like loons, impressing and manipulating primitive natives here and there.
Also we know little of the true extent of Ethereal empire, so do we know little of the true extent of Goa'uld power. Sekhmet and her fleet (which is supposedly the main military arm of their civilization, as befit of the Goddess of War) is hush-hush in the SG series...
Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter on February 12, 2016, 07:43:27 am
Is it a Stargate reference?

If so, count me in.
Google it, you will probably like.

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: Insane, Impossible Mod Speculation
Post by: Zharkov on February 12, 2016, 09:45:52 am
3) First person shouter combined with real time strategy battle (like all the usual x-com games). using graphics like doom 1 for the fps part.

I hate these first person shouters. They are always crying for every game to have first-person shooter elements...
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on February 12, 2016, 01:50:25 pm
FPS? In turns? That'd be a new low for the genre... Which already isn't doing well...
Title: Re: Insane, Impossible Mod Speculation
Post by: nadir-1648 on February 24, 2016, 05:04:42 am
What about more environmental interaction, like rappelling kits, falling damage and jumping?
Title: Re: Insane, Impossible Mod Speculation
Post by: Boltgun on February 24, 2016, 10:55:35 am
Some weather effect could be great, like rain, fog, or the cold of the north pole affecting you soldiers. You could be more exotic and add toxic clouds, puddles of goo, or hazardous machinery.

Or go even further and have a bear running in the scene to maul your rookies.
Title: Re: Insane, Impossible Mod Speculation
Post by: Dioxine on February 24, 2016, 09:37:49 pm
I love these ideas, aside from environments, extra movement options would've be sweet... even if it's only "jump 3 tiles forward (damn you, missing tiles!) and "climb 1 level up the wall" :)
Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter on March 08, 2016, 08:32:04 am
Idea I had one of these days - DOOM mod for X-COM. Tactical squad combat meets the LEGIONS of HELL in THE FUTURE!

Classic Doom, too.

I'm thinking one could start with Mars - fight a demoniac invasion of Mars from Phobos. You would protect Mars' assorted national/corporate bases from the demon invasion/corruption before Mars gets dragged into hell.

Would cover a period between the original Doom and Doom II, and explain what happened to Phobos, Deimos and Hell after the first Doom, and how the demons brought Hell on Earth.

Final mission is a huge multi-level gauntlet from Phobos to Deimos then Hell.

The demons are corrupting human spacecraft and shooting big shells full of demons at Mars, War of The Worlds-style. Then they open portals with dark magics and perverted machinery. Many evil men join up the cults and gain power from demoniac pacts.

Enemies from the original Doom games but in a TB combat context. Zombies, Imps, Pinkies, Cacodemons, Lost Souls, even the bosses!

Your soldiers are not badass Doom Marines who are A MAN AND A HALF... but they can be... if they survive.

Weapons from the originals + new ones.

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: Insane, Impossible Mod Speculation
Post by: Bloax on March 22, 2016, 04:35:05 am
just mix doomrl with xcom and you're done to some degree

oh and
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/sprite_test4.png)
not completely impossible, but who's stupid enough to try?
Title: Re: Insane, Impossible Mod Speculation
Post by: hellrazor on March 22, 2016, 11:05:13 am
just mix doomrl with xcom and you're done to some degree

oh and
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/sprite_test4.png)
not completely impossible, but who's stupid enough to try?

*drool*
Dreams of a complete graphic remake for vanilla sprites.
*drool*
Title: Re: Insane, Impossible Mod Speculation
Post by: Arthanor on March 22, 2016, 02:00:15 pm
Oh wow! You made something that looks awesome out of potato sack armor?!

Insane mod speculation: A total UFO/TFTD graphic revamp by Bloax..! ;)
Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on April 22, 2016, 05:23:27 pm
And now, for something completely different: vertical blocks arrangement.

I had this idea for tall building which is for example 30x30 (that's the whole map, just the inside - a cutaway). Each floor is a separate map block and they're piled on top of one another instead of next to each other. The arrangement of floors would be random, you only need to enforce (in mapScripts) the entrance and the roof to be at the bottom and the top, respectively. Oh, and some underground levels maybe.
Title: Re: Insane, Impossible Mod Speculation
Post by: Blank on April 28, 2016, 11:02:20 am
Xcom-Vs the third Reich

The alien threat has been defeated once and fall all
Or so X-com thought. One last signal fires out from ruins of the alien base. It's destination...
...The past!
The alien masterminds had underestimated the power of humanity. Now they seek to enlist the most evil human of them all to their cause
1936, Berlin. A meglomanic dictator signs a pact with alien forces.
Back in the future, protected by a bubble of residual time energy, the victorious xcom forces return to find a very different earth firmly under the thumb of alien colaborators. They soon end up on the run in a grim cyberpunk dystopia.
Meanwhile in the past, strange flying lights are seen in the sky nicknamed foo fighters. They turn aggressive, unstoppable by the era's early technology.
An international collaboration of scientists and civilian airmen are formed to combat this threat to world peace. They're funded by the league of nations but the free world's governments are weary of war and all to quick to turn to appeasement. By a strange coincidence, or maybe not, they decide to call themselves "X-Com"
All the while, the fuhrer's armies and industry grow like never before as if bolsted by unseen forces. If X-com can't stop the unknown threat soon, the governments of the world are set to throw open their doors to Hitler's tanks in the name of a sham "united front" against the exterterrestial enemy.

-Fight flying saucers with tommy guns and bazookas
-Take the fight to hitler's secret luftwaffe weapons with spitfires and travel all across the globe in a zeppelin
-Race against the Nazi's to artefact sites across the world to stop them getting their hands on left over alien technology
-Research the enemies Tesla scalar field based weaponry. Develop new flying craft of your own and learn the secrets of time itself
-Enter brief time portals to perform covert opperations against the future dystopia ruling the world
-Stop time traveling aliens from abducting and assassinating chosen targets. Find out why the time travelers are singling out specific seemingly unremarkable individuals and why they're willing to slaughter entire villages just to get one person.
-Face against the mysterious psychic powers of the ghostapo and the raw power of the ubermensch created through alien genetic engineering and cloning
-Sectoids are back, acting as advisers and servants to the third reich but always working towards the alien agenda
-Kill Hitler. Kill Hitler's clones. Kill future mecha Hitler
Title: Re: Insane, Impossible Mod Speculation
Post by: new_civilian on April 29, 2016, 04:40:30 pm
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!
Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on April 29, 2016, 05:06:57 pm
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!

It's a very cool idea, but playing a Predator - much less a couple of them - against humans? Where's the challenge? :)
Title: Re: Insane, Impossible Mod Speculation
Post by: new_civilian on May 01, 2016, 01:25:25 pm
Well, not civilian humans, I was thinking of modern, up-to-date Marines like in the movies/new FPS games, maybe with Synthetics support etc.  8)
Title: Re: Insane, Impossible Mod Speculation
Post by: Yankes on May 01, 2016, 03:36:03 pm
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!
I think in 3.0 Extended version you will be able create Predators. Only thing that will lack is "wavelength modes".
Title: Re: Insane, Impossible Mod Speculation
Post by: Solarius Scorch on May 01, 2016, 05:33:49 pm
Only thing that will lack is "wavelength modes".

Well, UFO: After[blank] series had it, so... ::)
Title: Re: Insane, Impossible Mod Speculation
Post by: new_civilian on May 01, 2016, 05:52:29 pm
I think in 3.0 Extended version you will be able create Predators. Only thing that will lack is "wavelength modes".

Not a problem, those are not too imortant. The important part is stealth. Sure, atm using the Loftemp 85 or 78 is possible, but it's a somewhat odd solution...
And are you saying that the 3.0 version will have true stealth, or did I misunderstand that?
Title: Re: Insane, Impossible Mod Speculation
Post by: Yankes on May 01, 2016, 08:31:27 pm
Not a problem, those are not too imortant. The important part is stealth. Sure, atm using the Loftemp 85 or 78 is possible, but it's a somewhat odd solution...
And are you saying that the 3.0 version will have true stealth, or did I misunderstand that?
Yes, you will able override default visibility handling.
Title: Re: Insane, Impossible Mod Speculation
Post by: new_civilian on May 02, 2016, 12:09:33 am
Cool  8)
Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter 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.

Enviado de meu SM-G3502T usando Tapatalk

Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter 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.
Title: Re: Insane, Impossible Mod Speculation
Post by: Hobbes on August 02, 2016, 02:41:41 am
Since we're speaking of insane mods... ;)

(https://dl.dropboxusercontent.com/u/18824603/screen161.png)
Title: Re: Insane, Impossible Mod Speculation
Post by: Hobbes on August 11, 2016, 01:31:08 am
(https://dl.dropboxusercontent.com/u/18824603/screen163.png)
Title: Re: Insane, Impossible Mod Speculation
Post by: Slaughter on January 01, 2017, 12:31:57 am
Had an idea for a Fallout mod one of these days

Sort of Fallout meets Buck Rodgers, in the sense that its the grimier, more "realistic" and "road warrior-ish" Fallout world turning into the world of vintage Rocketpunk sci-fi .

The world had its ups and downs in those thousand years (around 700 years after the latest games) but overall its on the way up - there's plenty of chaos, murderous mutants, warlords and general disorder, but overall the world is largely civilized again, even if in differing stages of civilization. The ecology has recovered somewhat, too, with some old niches being filled out by new mutant animals.

The player commands not X-COM, but the Brotherhood of Steel (they still exist). To be specific, a more open chapter that recruits outsiders. Its less of a chapter and more of a taskforce, because strange events that look like not of this earth cause many chapters (the Brotherhood is a mostly global force now, if small and splintered) decide to pool resources, despite divisions.

You can recruit two types of soldiers: Outsider recruits and Brotherhood initiates. Outsiders are worse, Initiates are best, but they're far more expensive.

Your taskforce is considered barely above laughing stock early on (lol aliens get real), so the early game is about following the breadcrumb trail and turning your odd force into something resembling fighting shape. Many people distrust the Brotherhood, so you have problems getting good guns - not as much as buying them, but getting them across national borders. So yes you're gonna have to start with spears and crossbows and 10mm pistols.


Early game enemies would be raiders, alien collaborators, mutant monsters, mobsters, warlords,  etc.
To get the wasteland new governments to support you, you need to prove your power - so off you go to to fight all sorts of enemies for them. After all, they can't support you if they're fighting other menaces.

Main enemies would be aliens, but the Green Little Men and other more 40-50s sort of alien foes. Grays are more of a post fifties thing, or so it seems to me. Eventually you get fancy rocketships and take the fight to them across the solar system.

There are a lot more nations than in vanilla, because this world is more decentralized, but on the other hand its easier to lose nations as well. Rather than the vanilla diplomacy nations, you get a one-shot chance to stop a "Invasion" mission, but its a ultra-hard mission - think Terror Mission on steroids. When a nation is lost, it spawns further invasion nations from itself, using that nation's own forces - which despicts that subverted nation siding with the aliens and invading other nations for their allies/masters.
Title: Re: Insane, Impossible Mod Speculation
Post by: scyt4l3 on January 01, 2017, 01:20:58 am
I like that idea!
Title: Re: Insane, Impossible Mod Speculation
Post by: The_Funktasm on January 09, 2017, 10:55:37 pm
My "impossible mod" would be a physics engine for the game. Where if you destroy the trunk of a tree, the rest of it falls down and becomes a heap of debris.

On the "doable but lots of work" list:
And a different aiming system, where kneeling behind an obstacle with only your head poking out makes you harder to hit than standing in the open, by having hits be centered relative to the total area of the target, but with more spread, instead of the current mechanic.

And an ability for units to "trample" terrain/units. Draw the route as if there were no obstruction, every step, apply (a ruleset defined) damage to any blocking terrain or unit (for a certain TU cost). If destroyed, continue, if still standing, stop. This would allow for reapers to burst through some walls, and tanks/sectopod to not be blocked by bushes.

Yeah. That's part of why HWPs kinda suck. A multi-ton tank should be able to run over at least most human size aliens/trees/phonebooths.