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Released Mods / Re: [ENEMY] New Race: Reptoid
« on: May 20, 2014, 01:52:03 am »
These things are scary, dude! I actually think they are a bit OP and could use some nerfing. I compared their original base stats (now nerfed) to that of Ethereals, the vanilla game's most potent ground troops, they had equal firing and 'superior' reactions (considering they have no inclination towards using extra TUs for psi-attacks), only slightly inferior TUs and stamina, and somehow superior Psi-Strength. This brought up some things for me regarding their nature/game balance which were not entirely addressed in your latest update.
1. Lizards usually have very small brains, even thunder lizards had walnuts for brains. A race can surely be intelligent with such a brain, but it's hard for me to buy that such a race could have super-human (or even super-mammalian) intellect or would fall in line with a race whose main method of control and communication is psionics, something they currently resist better than any other non-Ethereal main race. I think they should have lower Psi-Strength, but higher bravery. I think a war-like race of lizards would be hard to scare. I'm thinking like, 40-45-50 Psi-Strength (as per Snakemen), and 130 (or higher) bravery.
2. Even if Ethereals somehow convinced these terrestrial Reptoids to join their crusade, how would they anonymously prepare for their missions without a terrestrial base? Other aliens set up at and come from Mars directly, so how do these aliens get the ships they use? If brought to them by other aliens, they'd need a spot to meet and trade, and afterwards allow quick dispersal into society considering there are no other aliens on Reptoid crafts. Did Ethereals give them exact blueprints on how to make all the alien's ships? If so, where are they built? If in the first month, reptoids had a high chance to make a base somewhere, then operate from that base? Hard to code that. Better to make them extra-terrestrial and let them use all the undisclosed benefits of that, I think. Or, they are collected from Earth previously and modified with brain implants for control, best of both worlds? That could partially explain their abnormally high Psi-Strength.
3. These Salamandrons... they have a bark that is worse than their bite unless one of two things happen:
1. Incendiary damage is dealt to health and applied to armor like normal damage from explosions, or
2. Terror units and other units with weapons that are a part of the unit's body gain the use of a second weapon.
Without that, these guys are cuddlier than Silacoids. They seem to mill about, not attacking, with too low reactions to ever reaction fire at anything, and they are too tall. They are listed as 30 height, when I think the max height for a tile is 24. Surely that interferes with something. I think they should have higher firing and reactions, say, maybe 40/40?
4. The UFOpaedia pictures are very TFTD, understandable since they are basically from that game, but from the viewpoint of someone who never got into that game and has only been reintroduced to this game via XCom 2012, it feels very non-XCom-ish to me. Maybe Robin could help you make more vanilla seeming entries...? I wish I could. That would be awesome.
1. Lizards usually have very small brains, even thunder lizards had walnuts for brains. A race can surely be intelligent with such a brain, but it's hard for me to buy that such a race could have super-human (or even super-mammalian) intellect or would fall in line with a race whose main method of control and communication is psionics, something they currently resist better than any other non-Ethereal main race. I think they should have lower Psi-Strength, but higher bravery. I think a war-like race of lizards would be hard to scare. I'm thinking like, 40-45-50 Psi-Strength (as per Snakemen), and 130 (or higher) bravery.
2. Even if Ethereals somehow convinced these terrestrial Reptoids to join their crusade, how would they anonymously prepare for their missions without a terrestrial base? Other aliens set up at and come from Mars directly, so how do these aliens get the ships they use? If brought to them by other aliens, they'd need a spot to meet and trade, and afterwards allow quick dispersal into society considering there are no other aliens on Reptoid crafts. Did Ethereals give them exact blueprints on how to make all the alien's ships? If so, where are they built? If in the first month, reptoids had a high chance to make a base somewhere, then operate from that base? Hard to code that. Better to make them extra-terrestrial and let them use all the undisclosed benefits of that, I think. Or, they are collected from Earth previously and modified with brain implants for control, best of both worlds? That could partially explain their abnormally high Psi-Strength.
3. These Salamandrons... they have a bark that is worse than their bite unless one of two things happen:
1. Incendiary damage is dealt to health and applied to armor like normal damage from explosions, or
2. Terror units and other units with weapons that are a part of the unit's body gain the use of a second weapon.
Without that, these guys are cuddlier than Silacoids. They seem to mill about, not attacking, with too low reactions to ever reaction fire at anything, and they are too tall. They are listed as 30 height, when I think the max height for a tile is 24. Surely that interferes with something. I think they should have higher firing and reactions, say, maybe 40/40?
4. The UFOpaedia pictures are very TFTD, understandable since they are basically from that game, but from the viewpoint of someone who never got into that game and has only been reintroduced to this game via XCom 2012, it feels very non-XCom-ish to me. Maybe Robin could help you make more vanilla seeming entries...? I wish I could. That would be awesome.