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Messages - KiethSomataw99

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31
Suggestions / Re: Memorial should list how many soldiers have been sacked
« on: September 16, 2014, 07:18:48 pm »
Well, the memorial will only list the soldiers killed, but yeah, it will count how many soldiers were hired, soldiers sacked, and soldiers lost.

32
OK, but please let the 8 countries limit not be hardcoded as a simple number, but be a percentage of all members or something. The reason is, there are successful modding attempts to add more countries.

Ok then, 50% of the countries having pacts with the aliens will result in termination.

33
Suggestions / [SUGGESTION] Final Score Screen and new monthly ranking
« on: July 19, 2014, 09:27:54 am »
I believe that there should be a score screen for the end of the game to calculate the total score for when you lose or win (loss and win have different screens).

After the loss sequence, there should be a score screen displaying the final score of XCOM while the background shows a host of various aliens and terror units among the wreckage of humanity.

After the win sequence, there should be a score screen displaying the final score of XCOM while the background shows a great party celebrating the end of the alien threat, showing Scientists, Engineers, and X-COM soldiers in coveralls and personal armor doing many party things.

Also, the new monthly ranking will read Bad! (Only in monthly ranking) Bad is ranked between poor and ok, will be given if your monthly score is in the negative zone, between zero and the negative points for poor performance. The bad description will read:
The council of funding nations is not very satisfied with your performance thus far. They hope that you improve your ability to deal with the alien incursion over the next month.

34
-1
Too complicated, we're better off recovering countries from pacts by destroying all alien bases in the country that signed the pact and have significant XCOM activity within its borders. As long as no alien bases are present within the borders, there is a chance that the country will nullify the pact (more XCOM activity, less Alien activity = bigger chance) each month. Nullification of the pact will mean a funding increase from $0. The message on the monthly report will read:
(Country name) was quite convinced of your performance in dealing with the alien invasion and has agreed to nullify the pact with the aliens and restart funding the project.

Of course, to balance it out, there should be a new way to lose: having 8 or more countries with pacts with the aliens by the end of the month (nullifications will reverse the process)(similar to the loss of 8 or more countries leaving the council in XCOM 2012). A pact with the aliens will mean the country will not only withdraw from the project, but apply pressure toward its termination. The lose message for the pact loss will read:
A majority of your sponsors have signed pacts with the aliens and unfortunately, they have forced the Council of Funding nations into terminating the X-COM project. They have convinced the remaining sponsors to deal with the problem as they have. We can only hope we can come to some accommodation with these apparently hostile forces, and that the general populace will come to terms with these alien visitors.

(After clicking ok)

Alien infiltration has taken its toll. The remaining nations were forced to sign pacts with the aliens promising technology, prosperity and peace. Unfortunately, the pacts were only used to cripple X-COM, the main obstacle to the aliens. With X-COM gone, the aliens rapidly proceed to seal humanity's fate.

35
I was thinking about a new psionic power (well, from XCOM 2012) as well as a change in Psionic Line of Sight Rule for Mind Probes only.

New Psionic Power: Mindfray: Mindfray is an offensive Psionic power that can be used by Sectiod Leaders and Commanders, Ethereals, and XCOM Soldiers with Psi-Amp. Mindfray generally is easier to use than Mind Control, harder than Psi Panic. When Mindfray is used, the target must make a Psionic Strength Test against the user's Psionic Strength and Skill. Successful save will result in no effect. Failure will result in the target taking health damage, ignoring armor and the target's psionic strength will decrease for one turn. The target's accuracy and morale will decrease the same was as with other health damage, but Mindfray will not deal any fatal wounds. The lower the target's psionic strength, the more damage to health and Psionic strength is taken. Mindfray can kill if blasted enough times, and can potentially kill soldiers with pathetic Psionic Strength in one hit.

Mind Probe: The LOS rule has made the mind probe much harder to use, but I believe that there should be a change to that. The standard scan will use 50% time units and require Line of Sight, but the new action, Relay Scan, uses 100% Time Units but does not respect line of sight.

36
I was thinking of an option in which you can have advanced death notifications, telling you what killed the soldier. Here are my examples:

Killed By Sectoid Shot: "(Soldier) was slain by a Sectoid!"
Killed By Cyberdisc Shot/Explosion: "(Soldier) got blasted by a Cyberdisc!"
Killed By Floater Shot: "(Soldier) was taken down by a Floater!"
Killed By Reaper Melee: "(Soldier) was fed to a Reaper!"
Killed By Snakeman Shot: "(Soldier) had (his/her) life snuffed out by a Snakeman!"
Killed By Chryssalid Melee: "(Soldier) was zombified by a Chryssalid's claw!
Killed By Zombie Melee: "(Soldier) has (his/her) brains eaten by a Chryssalid's Zombie!
Killed By Muton Shot: "(Soldier) has been mashed by a Muton!"
Killed By Celatid Shot: "(Soldier) drank acid from a Celatid!"
Killed By Silacoid Melee: "(Soldier) got scorched by a Silacoid!"
Killed By Ethereal Shot: "(Soldier) had been eliminated from the battle by an Ethereal!"
Killed By Sectopod Shot: "(Soldier) was slaughtered by a Sectopod!"
Killed By Grenade/High Explosive/Proximity Grenade/Alien Grenade Explosion: "(Soldier) got blown up by a grenade!"
Killed By Friendly Fire or Mind-Controlled Soldier or Mind-Controlled Soldier Killed by a friendly soldier: "(Soldier) died in a friendly fire incident!"
Killed By an Environmental Explosion: "(Soldier) was detonated by a nearby volatile object!"
Killed By Fire: "(Soldier) went out in flames!"
Killed By Rocket: "(Soldier) rode a rocket into oblivion!"
Killed By High Explosive Shot: "(Soldier) was smacked down by an explosive shot!"
Killed By Blaster Bomb: "(Soldier) was blown to hell by a Blaster Bomb!"

Also, there should be a notification for when a tank is destroyed. Depending on the tank, it would say:
"Tank/Cannon has been destroyed."
"Tank/Rocket Launcher was rendered inoperable."
"Tank/Laser Cannon has been wrecked."
"Hovertank/Plasma Cannon was shot down."
"Hovertank/Blaster has been crushed."

37
Suggestions / Re: Contracts
« on: May 06, 2014, 06:12:21 pm »
The so called "Contracts" I thought of are generally weapon and item requests. These requests have a time limit to deliver the required items and expiration will decrease the country's opinion of you. Success will not only increase the country's opinion of you, but earn you more money than the requested items are worth in the market. Countries who have signed pacts with the aliens may request items as well and will reward you more money than they are worth all the same.

38
Suggestions / Changes of Psionics: New Powers and Cooldowns
« on: April 30, 2014, 06:28:03 pm »
I'd like to see a mod that rebalances psionics by adding two new powers and cooldowns on all powers.
Cooldown on Old Powers (each psionic power can be used once per turn)
Mind Control: 3 Turns
Psi Panic: 2 turns
New powers:
1. Mindfray: an offensive psionic power, the target must take a psionic test. Failure will result in health damage, ignoring armor, based on a roll taking into account the psionic strength of the victim and the psionic skill & strength of the user. The health damage also results in reduced stats and soldiers that have taken health damage from mindfray will require time for wound recovery. Mindfray deals no fatal wounds, but it does reduce the target's Psionic Strength for one turn. Cooldown is 3 turns.
2. Psi Inspiration: a psionic buff on a friendly target, this power will restore the target's morale. This power will also improve the soldier's bravery and psi strength for one turn. This power will never fail and the effects are based on the user's psionic strength and skill. Cooldown is 2 turns.

39
Suggestions / Re: a few "easy" ones
« on: April 30, 2014, 05:48:45 pm »
I do have an idea for the difficulty level names for this in a mod:
Beginner - Rookie - Easy
Experienced - Sergeant - Normal
Veteran - Captain - Moderate
Genius - Commander - Hard
Superhuman - Scourge of Aliens - Mad Hard!

I also have an idea of a dynamic difficulty setting:
1. When set, the game starts at veteran (middle) difficulty and stats of  aliens adjust by your performance.
2. Good performance in battles will increase the stats and difficulty, while bad performance and losing soldiers will decrease the stats and difficulty.
3. Completing a battle without save will contribute toward a decrease in difficulty, each use of save will increase it in future battles.
4. Ignoring certain alien activities and witnessing signing of pacts will decrease the difficulty.

40
Perhaps in this, Pistol Hit takes 15% time units and deals minor melee damage and stun; Rifle Hit 25% time units and deals moderate melee damage and stun; Slam with Heavy Cannon, Auto Cannon, Rocket Launcher, Heavy Laser, and Heavy Plasma uses 35% time units but does a good deal of melee damage and stun. Slam with the Blaster Launcher uses 45% time units but does plenty of melee damage and stun.

Of course, the heavy plasma should have weight increased to provide realistic mass for a heavy melee strike.

41
Suggestions / Re: Final battle too easy
« on: February 20, 2014, 06:14:17 pm »
I believe the final battle should have a larger number of aliens as well as more variety. I believe that the first stage of the mars assault should not only include sectoids and cyberdiscs, but floaters and reapers. Also, for the base in mars, I believe that it should have all aliens and terror units present in the game: sectoids, floaters, snakemen, ethereals, mutons, cyberdiscs, reapers, chryssalids, sectopods, celatids, and silacoids.

42
Suggestions / Re: Make Dual Wielding Useful
« on: February 20, 2014, 06:06:34 pm »
I believe that there should be functions for firing while dual-wielding. Firing duel wielding weapons uses slightly more time units than single wielding but fires double, with less accuracy for each mode on non dominant hand:

Twin Shot: double snap shot
Unload: double auto shot
Double Aim: double aimed shot

Also, I believe each soldier should have a random dominant hand, which determines the accuracy of the item in hand. The three types of dominant hand are:
Right Handed: (accuracy penalty on left hand, more if dual wielding, no dual wield penalty on right hand)
Left Handed: (accuracy penalty on right hand, more if dual wielding, no dual wield penalty on left hand)
Ambidexterous: (no accuracy penalty on either hand, small accuracy penalty on each hand for dual wielding)

43
Suggestions / Re: Tftd intro
« on: February 19, 2014, 05:45:03 pm »
I had my idea of a TFTD intro, which borrowed elements from the UFO Defense intro. Aliens attack a ship and kill civilians. At an XCOM base a sonar picks up a contact and goes "Warning! Warning! USO detected!". XCOM Aquanauts get ready for battle, wearing their basic diving suits and arming themselves with gauss weaponry and a vibro-blade (UFO Defense has soldiers wearing improved armor and basic weaponry, my TFTD intro will have soldiers wearing basic armor and improved weaponry).

They put on their helmets and enter a Triton with a Gauss Colecanth. The triton submerges then heads toward the attacked ship, then surfaces and flies to the ship and lands on the deck. The aquanauts then take off their helmets as the Colecanth Emerges first, firing its gauss cannon at the aliens. A male aquanaut then fires his gauss rifle rapidly (in a similar fashion of an XCOM UFO Defense soldier firing his rifle). As a female aquanaut is being fired at, she takes out her vibro-blade and runs to the alien firing at her, dodging sonic shots. She then pierces the blade through that alien, with blood coming out of it. As the blade is pulled back, the alien collapses on the ground. The Colecanth continues to shoot at aliens and the male aquanaut continues to fire his gauss rifle. The aliens then proceed to jump overboard and swim underwater away. The scene goes underwater, where a dreaded tentaculat watches the aliens flee from the ship. The scene then goes into the title.

My idea of an intro gives a more upbeat and more revealing intro, showing the SWS, melee combat, and a dreaded enemy. This intro should still use cartoons, like in XCOM UFO Defense intro.

44
Suggestions / Re: Pact Recovery through base destruction.
« on: February 02, 2014, 10:38:54 pm »
I believe that a country should have a chance of breaking the pact with the aliens if there are no alien bases within their borders and XCOM activity is significant in that country. Having a XCOM base in that country increases that chance as well. The chance is applied each month, starting with the month in which all alien bases are removed. The message will read

"(Country's name) is quite impressed with your overall performance in combating the alien threat and has agreed to nullify the pact with the aliens and start funding the project again."

Of course, a pact being broken means an increase in funding from $0, which resulted in signing the pact in the first place.

45
Perhaps on the score screen after a battle with the Aeons, the outcomes would read:

Aeon Craft Recovered: XCOM defeats all Aeon Soldiers at craft Recovery
Aeon Craft Not Recovered: XCOM retreats from Aeon Craft Recovery
Aeon Harassment Continues: XCOM retreats from an Aeon Terror Site
Aeons Defeated: Aeon forces defeated in Harassment mission
Aeon Base is Still Intact: XCOM forces retreat from Aeon Base Assailt
Aeon Base is Destroyed: Victory against Aeon Alliance in their base
Aeon Alliance Wiped Out!: XCOM forces are victorious at the last Aeon Base

Score list would have:

Aeon Operatives Killed: how many Aeon soldiers you've killed
Aeon Operatives Arrested: how many Aeon soldiers that were stunned by the end of the battle, more points than killed but don't appear at base (they are handed over to authorities)
Civilians Killed by Aeon Operatives: how many civilians were killed by Aeon Operatives in Harassment mission
Aeon Equipment Recovered: how many pieces of equipment used by Aeons that were recovered after the battle

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