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Messages - Malekron

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Suggestions / XCOM and the Dynamic Politicalized Global Economy
« on: August 10, 2018, 03:35:30 am »
Thoughts on a dynamic global economy that involves each nation having White/Grey/Black Markets that influence legality, prices, production, supply and demand. Such as a White Market allowing laser weapons into the specified nations that will enable civilians to fight with XCOM agents during terror missions. Or a Black Market bypassing laws that nations prohibit, say the sale of alien corpses out of public decency and maybe to appease their potential alien overlords, but XCOM needs that money and their are buyers from such commodity. However those nations upon discovering such trickery will lower their funding and possible withdraw from the XCOM initiative.

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Suggestions / Re: [BRAINSTORMING] Z-COM: The Zombie Apocalypse
« on: January 23, 2016, 03:31:05 am »
So what kind of types of zombies are you considering; zombies that infect on hit like the chryssalid, zombies that infect by attacked from a distance like chryssalid that shoots, psychic zombies that mind control you, and zombies that explode to infect humans.

Are raiders/bandits gonna be a problem in this hypothetical game?

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Suggestions / Possibility of new enemy alien types
« on: January 23, 2016, 02:44:51 am »
Is it possible to create aliens that have certain traits and abilities such as fire a weapon from a distance that converts humans into zombies, resurrect other fallen aliens, become invisible, teleport, heal,  and/or create another alien on death in the original XCOM?

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Suggestions / Re: New Psi abilities
« on: August 05, 2015, 02:13:35 am »
This topic by Daiky:
https://openxcom.org/forum/index.php/topic,225.0.html

Another one:
https://openxcom.org/forum/index.php/topic,2071.0.html

New ideas are always nice, but perhaps this thread should be merged with one of these two?

OK

5
Suggestions / A remaking of Tleth's final stage
« on: July 11, 2015, 05:36:18 am »
Is it possible to add a bunch of Tentaculats & Biodrones guarding the Great Dreamer to the map in the final stage of Terror from the Deep or create a new map for a fresh gameplay for both seasoned vets and new players to navigate instead of the rather weak vanilla last stage full of Deep Ones and Lobsterman.

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Suggestions / Re: New Psi abilities
« on: June 30, 2015, 07:29:59 pm »
Psionic Reanimation resurrects corpses for 3 turns for fighting or scouting.

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Are they're any plans to add more enemies?

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Suggestions / New Psi abilities
« on: June 27, 2015, 10:22:03 pm »
I am curious if new psionic abilities can be added to the Psi Amp (or a alternative Psi Amp like device), if yes here are some ideas...

Killing Thought

Ability : A psionic ability that causes 20 damage (ignores armour)-instant kill on use.

Psionic Shield

Ability: A psionic ability that grants a shield to protect against incoming fire for 2 turns (300% armour bonus on all body parts).

Psi Conceal

Ability: A smoke screen like psionic ability that renders units under its 5x5 area invisible and protects against psionic attack.

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