Author Topic: Alien buffing - personalities? better AI? equipment? Other options?  (Read 5225 times)

Offline kharille

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Just a thought.  The aliens don't have much in the way of personality.  Where as every soldier is unique we just have alien classes.  Wonder whether there may be some form of customization? 

Maybe a pistol equipped alien with massive psi powers for a commander...  or maybe a muton heavy squad with liberal deployment of blaster launchers? 

Just thoughts.  Maybe someone else can think of something really original that ain't occurred to me.  Alien plasma rifle sharpshooters maybe?  High action point 'commando' forces with light weaponry?  Perhaps instead of terror missions it'll be 'alien commando team needs to be cleared from the farm' missions maybe...  and maybe they'll have littered the place with some alien equivalent proximity mines....

Offline Danny

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #1 on: August 29, 2013, 11:03:42 pm »
Maybe non-Psi Sectoids could be a bit cowardly? Seeing they aren't very strong... XD
Snakemen should lay eggs like in TTS... ^^


Melee option for all gun wielding aliens, not just terror units.

Sectoids - Vibroblade (Xcom can get)
Floaters - (heavy) Thermic lance (Xcom can get)
Snakemen - Poisonous bite (After researching a live and dead Snakeman, you can use poison syringes to attack with poison) Snakemen are immune though... ^^
Mutons - "Falcon" punch (makes sense right?) XD
Ethereals - A sort of Psychic whip (Xcom troopers with high PSI skill AND strength can do this too) =3

Offline kharille

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #2 on: August 30, 2013, 02:41:12 am »
Oh yeah!  Snakeman guerilla operations where they proliferate and acquire human weapons!  Then they might create some localized breeding ground where you're up against 70+ snaKemen with earth guns!!!  And maybe a few plasmas thrown in. 

Offline Danny

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #3 on: August 30, 2013, 12:20:25 pm »
Oh yeah!  Snakeman guerilla operations where they proliferate and acquire human weapons!  Then they might create some localized breeding ground where you're up against 70+ snaKemen with earth guns!!!  And maybe a few plasmas thrown in.

Maybe for when you don't attack crashed Snakemen UFO's, there is an x% chance for a mission like that to pop after some time?
If its a large UFO, then there will be Chrysalids and zombies too. So you want to make sure to get those snakes at all times... ^^

Offline kharille

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #4 on: August 30, 2013, 04:57:23 pm »
Some Chryssalids will be fun.  Maybe you can have the petrol station or convenience store infested with zombies...  or the barn choked with snake men.

We should implement the unarmed combat feature...   and yeah, maybe snake men with venomous close combat attacks would be good...

Offline KiethSomataw99

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #5 on: September 18, 2013, 05:09:49 am »
Perhaps each alien should have an ability:
Sectoid: Mind Merge: a special psionic power available to all sectoids, even non-leaders/non-commanders, this boosts an allied sectoid's stats for one turn. However, killing the sectoid using this power will kill the one being affected with merge. Stunning merely removes the bonus.
Floater: Mark Target: a floater can mark one of your units for attack and fellow floaters can fire at him/her with increased accuracy
Snakeman: Poison Breath: a cone-like attack that breathes poison in a direction that spreads out. Snakemen and Chryssalids are immune to poison, soldiers with power armor and flying suit immune as well. Soldiers who are poisoned will lose health for a duration with decreased accuracy stats as well. Soldiers who have been poisoned at least once in a mission will require medical treatment, though poison doesn't leave any fatal wounds. Medikits reduce the duration of the poison and soldiers carrying one have poison status disappear more quickly.
Ethereal: Psi Lance: Ethereal Leaders and Commanders have this psionic ability, which translates into a ranged plasma attack that deals more damage if the soldier fails a psionic test.
Muton: Intimidate: if a muton receives damage, it has a chance to intimidate the soldier who attacked. Intimidation reduces the morale of a soldier and may panic him/her if morale is low enough. Intimidate requires no time units.

Offline Danny

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Re: Alien buffing - personalities? better AI? equipment? Other options?
« Reply #6 on: September 18, 2013, 09:02:45 am »
Xcom 2012 much? XD