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Suggestions / Re: The weapon upgrade idea.
« on: June 25, 2011, 12:32:30 am »
One thing I always thought weird about the original XCom was that human researchers could reproduce alien technology so easily. Yeah, you hardly ever need to build Plasma rifles or their clips if you scavenged them from aliens, but you could build them, along with pretty much everything else.
As a mod (not the vanilla game! Too much of a change from the old version) how about when you research technology you can use it, and maybe build a human VERSION of the item, but not duplicate alien hardware. For example for a plasma pistol clip researched you could build clips for it with advanced human technology, but they'd be clunkier (maybe 2x2 squares big and twice as heavy) and have only half the shots. If you are REALLY short on one type of ammo it might be useful. For plasma weapons you might only be able to build plasma cutters for close combat only, but powerful.
For UFOs, when you research 'UFO Power Source' you can use their units in vessels that XCom build, or build a simpler nuclear powered version. IE half the fuel range and slightly slower (though still faster than the stock interceptor). When you research 'Improved interceptor' you'd get both the flying saucer version (uses all alien components) or something that looks like a half breed between the saucer and the interceptor (and uses all human built components). That alone would be useful if you weren't reliant on Elerium for fueling!
For Flying Suits it uses NTG (Nuclear Thermal Generator) to power flight engines (of some sort. Ducted fans?) but can only go 1 level above the ground, or 1 level above a roof, etc. It also would have slightly less armour. Same lower armour for human Power armour. Use Human 'Nuclear Power Source' to build instead of 'UFO Power Source'.
Not sure about Alien Alloys. Should they still be buildable? If a piece of tech needs them do you not need them for a 'human built' version?
This might work alongside the suggestions above (albeit maybe fewer of them) such as alien alloy based weapons and AP ammo/gas grenades.
As a mod (not the vanilla game! Too much of a change from the old version) how about when you research technology you can use it, and maybe build a human VERSION of the item, but not duplicate alien hardware. For example for a plasma pistol clip researched you could build clips for it with advanced human technology, but they'd be clunkier (maybe 2x2 squares big and twice as heavy) and have only half the shots. If you are REALLY short on one type of ammo it might be useful. For plasma weapons you might only be able to build plasma cutters for close combat only, but powerful.
For UFOs, when you research 'UFO Power Source' you can use their units in vessels that XCom build, or build a simpler nuclear powered version. IE half the fuel range and slightly slower (though still faster than the stock interceptor). When you research 'Improved interceptor' you'd get both the flying saucer version (uses all alien components) or something that looks like a half breed between the saucer and the interceptor (and uses all human built components). That alone would be useful if you weren't reliant on Elerium for fueling!
For Flying Suits it uses NTG (Nuclear Thermal Generator) to power flight engines (of some sort. Ducted fans?) but can only go 1 level above the ground, or 1 level above a roof, etc. It also would have slightly less armour. Same lower armour for human Power armour. Use Human 'Nuclear Power Source' to build instead of 'UFO Power Source'.
Not sure about Alien Alloys. Should they still be buildable? If a piece of tech needs them do you not need them for a 'human built' version?
This might work alongside the suggestions above (albeit maybe fewer of them) such as alien alloy based weapons and AP ammo/gas grenades.