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Messages - KiethSomataw99

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61
Suggestions / Panic in relation with Alien Infiltration
« on: July 02, 2013, 09:52:34 pm »
I was thinking of the panic system with similarities from XCOM Enemy Unknown. Each country has a panic level indicated by a percentage in Funding. Panic determines the country's willingness to support the project. Completing missions, having a base within borders, and shooting down certain alien craft will lower panic, while failing certain missions or letting certain craft escape will increase it. At the start of the game, depending on difficulty from easiest to hardest, panic starts at 40%-45%-50%-55%-60%. The higher the panic, the more likely an infiltration will occur and even succeed and the country will sign a pact with the aliens follow an infiltration. Also, if the panic level reaches 95%-90%-85%-80%-75% in a country, there is a good chance the country will suspend funding until panic lowers 5% below the line. During that time the country suspends funding, the aliens are more likely to infiltrate that country.

50% panic is equivalent to without in regards of aliens starting infiltrations.

Suspension message reads:
"(Country's name) is particularly dissatisfied with your innabilitiy do deal with alien activity within their borders and has regrettably decided to withdraw from the project until performance improves."

Return message reads:
"(Country's name) is pleased with your overall performance improvement and has agreed to fund the Xcom project again."

Infiltration attempt failure due to low panic message reads:
"(Country's name) have rejected a pact with the aliens and have refused to withdraw from the project because of your high overall performance."

I was thinking that option would be listed as Nation Panic.

62
Maybe it should be that up close, you have the "Hit" while holding a pistol or rifle and "Slam" if holding a heavy weapon, such as heavy cannon or even a blaster launcher. Slam generally uses more time units and energy than hit but does more damage.

63
Suggestions / Modified Psionic as an option
« on: July 02, 2013, 03:38:00 am »
I was thinking that there should be a few modifications for psionics for both aliens and soldiers, listed as Modified Psionics:

New Psionic Power: Mindfray: an offensive psionic power that deals damage to the target's health and reduces the target's stats (including tu's, energy, reactions, firing, throwing, and melee accuracy, bravery, psionic strength, and psionic skill) if the target fails a psionic test. Successful test means no effect. The penalty to all stats last 1 turn and can be stacked by multiple mindfrays, but the duration does not change. If blasted enough times, mindfray can kill the target. Mindfray has a slightly higher success chance than mind control.

All Psionic Powers now have a cooldown, longer if used on a person out of sight, and each power can be used no more than once per turn.
Psi Panic Cooldown (1 turn, 2 turns if used against someone out of sight)
Mind Control (Failure: 1 turn, 2 turns if used against someone out of sight) (Success: 2 turns, 3 turns if used against someone out of sight)
Mindfray (1 turn, 3 turns if used against someone out of sight)
This makes it so the aliens that keep mindblasting your remembered position observe waiting periods, and makes the AI more likely to use psionic powers when within sight.

Since it's easier to channel psionic powers against targets that are in sight, the user is more likely to succeed if he/she/it has visual on the enemy.

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