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Topics - TopCat

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1
Work In Progress / The Terminator conversion proposals
« on: August 17, 2015, 01:09:21 am »
Word after nuclear holocaust... machines hunts humans in ruins of old cities. Strange objects fly on the sky... from time to time new machines base show in the world and slowly erase human existence on planet.

You control last organized military force not destroyed by nuclear fire. In your lonely base 2 experimental fighters and group of soldiers wait for orders in old troop transport.

your task:
1) shoot down machines drones which fly on sky and sent there troops to kill still functional crew members and collect machines artefact's.
2) find and destroy machines bases and liberate imprisoned humans. (some of them may be new soldiers , technicals or even scientist )
3) react on enemy hunt actions in city ruins
4) research and develop new equipments
5) find and destroy base with main CPU core... and win the game.

Hey looks familiar... maybe somebody will be interested in creation of such mod?


2
Suggestions / Mixed Day/Night light on misions
« on: August 17, 2015, 12:28:19 am »
Please allow mixed Day/Night light on missions.

Example during day missions:
1)  The Alien Ship interior should be dark places (very dark :) ) and until develop proper technology (which allow hack alien systems) our units should operate like in  Night missions (same in Alien Bases)
2) Moders may create maps with under ground tunnels/installations which should be explored with lack of day lights


3
Suggestions / Sentinel mode (special reaction TU)
« on: August 16, 2015, 07:01:01 pm »
Sentinel Mode

Please allow define special TU/EN unit resources which could be use only for reaction action purposes.
Any units whit such resources can't use them from manual move or actions but could be use for automatic reaction actions.

For example:
- Some HVP  could have such bonus.
- Introduce special Sentinel drone which can't manual move or shoot (units have to carry it) but can automatically react on enemy actions

4
Suggestions / Armor buildin equipmnet
« on: August 16, 2015, 06:52:23 pm »
Please allow build-in secondary equipment into armor.

Looking for simplest solution I'm thinking about hard coding weapon/equipment slots in armor but another implementations may be even better .

something like:
a) Personal Medikit - I alway want have medikit build-in armor to allow sef-healing (even less invective) or battle drug injectors
b) Mottion Scaner / Bettel Comp - real advanced armors should allow carry advance electronics inside
c) Anny weapon / equipment hard-coded on normal "hand" slot  .

5
Suggestions / Units activity sounds
« on: August 16, 2015, 06:26:04 pm »
Please allow define sounds for units activity... simple play sound on event.

Something like:
OnSelection , OnMove, OnFire, OnReactionFire, OnThrow, OnEquipTrow, OnEquipUse, OnEquipChange, OnEnemySpot, OnEnemyFire, OnPanic, OnBreserc, OnPsiAttac, OnPsiDefend, OnMindControl, etc

Engine should allow:
- define multiple sound samples for event and randomly play sample
- define sound themes and allow each unit use different themes

6
Suggestions / Soldier armor type which behave as HWP
« on: June 29, 2015, 01:08:01 am »
Armor type carried by soldier which is:
a) 4x4 tile size
b) calculated as HWP in craft payload

7
Suggestions / Flying Suit as equipment (not armor)
« on: June 29, 2015, 12:50:41 am »
I know this is rather for modding but engine have to support it somehow...

Flying Suit should be equipment  carried by soldier in backpack and not another armor type.
It should fill entire backpack and modify look of armor in normal isometric game (that Power Suit look like old Flying Suit).

This should work as armor extension and player will trade off flaying capability vs backpack storage  for other equipment.
It should be available for all type of armors (even for plain soldiers)   

The new equipment could extend armor stat to equal old FS but instead of it game could introduce additional armor extension carried in backpack which extend armor stat itself ...

 


8
Suggestions / Lack of Alien/Soldier burning
« on: April 25, 2015, 01:18:37 am »
In original xcom soldiers or aliens may burn and get damaged each turn.
- please bring this mode back (burn crysalid burn).
 - allow path finding to go around fire and not in.

9
Suggestions / Sensor Mode for Proximity Grenade
« on: April 25, 2015, 12:38:01 am »
Ability to activate Proximity Grenade in sensor mode only.

In this mode grenade wont explode when alien enter/pass in 1-metter detection radius but simple report it to player.

10
Suggestions / BattleDrop/Catapult mode
« on: April 25, 2015, 12:28:30 am »
Basically tactical battle without skyranger (troop transport) and with limited number of soldiers.

Troop transport may make battle drop with small group of soldiers and wait on orders in air.
 - assign to drop team should be limited by equipment weight carried by soldier (removed by flying suit).
 - troop transport should be able mount special equipment called "catapult"which take 1 HWP slot (or 4 soldiers) and allow drop of 3-4 soldiers.
 - max 2 catapults per craft.
 - game should play part of intro where soldiers jumps from catapults into terror site :)

Scenarios:

1) Secure Land Area: aliens in landing area may attack troop transport with explosives or blasters and kill all soldiers inside craft before anybody could leave it (and destroy/damage craft itself)

      - before troop transport will land in mission area small pack of soldiers may make "battle drop" and secure landing area.
      - after securing land area player could call troop transport and  bring rest of troops to mission area or finish mission only with "drop team"
      - special drop may be optionally introduced for Terror sites where soldiers may be drop less frequently (instead of full group in small land area) in wider area to secure civilist there (but most soldier will fight alone and at least one have to secure land area)

2) Alien Base Attack: alien bases should be capable have air defense (like xcom bases) and direct attack with troop transport may be shoot down. Alien Bases which exist long time may "construct" base defense systems and direct attack may give same base defense dialog but with opposite scenario that alien base shot with Plasma Defense and xcom craft land. With success (base mission) or fail (destroyed craft with crew )

     - In such situation player could make "Battle Drop" on Alien Base surface (second AlienBase stage) to seek and destroy Base Defense systems (with high explosives and call troop transport with rest of attack team) or localize lover level base entry and attack it with "Drop Team" only. 

11
Suggestions / Captured Aliens still need food
« on: April 24, 2015, 11:30:16 pm »
Imprisoned Aliens should need "Alien Food" to alive until interrogations.

In early game user will have to interrogate as fast as possible (before captured alien die ) later will have get enough AF in stores.

This will allow somehow use "Alien Food" in game.

12
Suggestions / Advanced unit stats
« on: March 13, 2013, 01:22:59 am »
Splinting Fire Accuracy on 3 stats:

1) Light Arms Fire Accuracy (for Pistol class)
2) Med Arms Fire Accuracy (for Rifle class)
3) Heavy Arms Fire Accuracy (for Heavy class)

This allow player better unit specializations and will have influence on game difficulty

13
Suggestions / Unit stats. modifications via Equipment
« on: March 13, 2013, 01:15:06 am »
Currently armors have no influence on unit strength!!! (even Power Suits)

Openxcom should allow unit stats change via caring equipment.

It should be customizable via ruleset  (+/- stats)



14
Suggestions / Different colors of ufo marks on geospace
« on: March 12, 2013, 08:11:29 pm »
Draw ufo marks on globe with different colors based on ufo size .

15
Suggestions / "UFO located" sound from intro on ufo detection.
« on: March 12, 2013, 07:58:51 pm »
Since openxcom can play intro then please add "UFO located" sound from intro into geospace window on ufo detection event.

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