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XPiratez / Re: Think's Think Tank & Suggestions
« on: April 25, 2016, 07:36:37 am »Quote
E.
Research
1. Nearing the mid-game there are several issues with a lack of research topics, and it generally takes a long time to find a new one, this can be solved by several different ways. The first is to introduce more research topics, with a greater chance of finding a new one per mission. The second option is to introduce some blueprints for very valuable weapons that you can find several of to construct a complete blueprint, which you can then use to research a topic of your choice (more blueprints = more valuable topics). What this would do is give a common item you can find in most UFOs (would be very abundant in Bases, less so in ships, and little-none in terror missions). The third option is to introduce a reusable research option available to the beginning of the game called "Experiment" which would take a long time to research (30-ish days for 4 Brainers) and the reward would be a new research option that is in your same tech level, so there is essentially no possibility that a low-tier player would get instant access to lasers or plasma weapons. This would effectively always give you a way to progress, even if you absolutely hit a wall, and would also solve much of the "hunt for that one item" syndrome currently experienced. It may be difficult to implement, but it would be beneficial to the overall game. Research topics actually provide a crucial part of X-Com's cycle of play, where you go to the battlefield, research, and manufacture, rinse and repeat. Many people don't realize it but research provides much of the incentive to continue playing the game, because the hope of better gear to use and fight others with is a very addictive cycle, and with an absence of research the game grinds to a slow crawl, and the player loses a lot of interest.
I really like this one. This is the problem I have, that it's very unclear what the next "research objectives" are and without intimate knowledge of the tech tree, you have no idea what to go after next to make progress. I've actually ran into this particular issue on more than one occasion. Granted, the obvious solution is to capture enemies with prejudice, but that's not always a good or even feasible idea. Not without huge risks that could very possibly not be worth the payoff.
I don't know how I feel about the weapon/air combat booster ideas. I'm not saying they're bad, they're quite good conceptually, but I feel like each weapon should specialize itself, not the boosters. And the different vessels fill different niches themselves, without needing specific boosters to differentiate them. Your suggestions would definitely add the ability to make a very specialized vessel, like say taking the Barracuda and giving it the dodge boost and make an almost unhittable target for the enemies. But if you look carefully thru the bootypedia and the wiki it becomes very clear that each ship fulfills a very specific role. Maybe a bigger focus on the weapons on the ships? I don't know what other items are available as you get farther, but all I have is the 10% acc boost and the speed boost items for vessels, so even this may be a moot point.
As I've said I'm not terribly far into the game, so I can't exactly comment on the rest to much degree, but it all sounds pretty good in theory at least. Regardless of necessity, the biggest problem you would run into is viability via coding for all these things. Although the devs are pretty smart, so I would actually bank on them knowing of way to implement your suggestions, instead of my usual "I don't think that's possible" view of things.