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Author Topic: [MOD] Reincarnation 0.2b  (Read 16798 times)

Offline Abyss

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Re: [MOD] Reincarnation 0.2b
« Reply #30 on: March 02, 2019, 01:30:47 am »
Maybe the reincarnation stuff could tie in with the doctor X storyline and the biolab you can get, or expand on it in some way. Something like this: at some point you get some sort of tech that lets you bring back your dead gals as something (whatever that something is), and then, when you get your hands on doctor X and the biolab, you can then upgrade said something to something sexybetter.

Dioxine's going to make several more characters Dr.X alike and each one will provide some bonuses. I hope it is somehow Solarius's dossier stuff inspired (when you get the dossier and a random mission occurs from a list. I've got a couple: some random scientist defence and an old invisible kickass ninja capture/kill from, actually, a lot of the possible ones)
And it's cool, it's really cool to have that types of missions: it generates randomness in the storyplot which is always broadening and narrowing, but always has the same bottlenecks you have to pass through to make the next step.

So... a single unique capture can give some tech, and different combinations of these captures might lead to a solution that we all waiting for: the cyborgs (but not the Syns, they are sexy and different)

Offline Ashghan

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Re: [MOD] Reincarnation 0.2b
« Reply #31 on: March 02, 2019, 07:17:54 pm »
Except that, with the mission generator already stuffed with a huge amount of stuff, locking a tech (even a not very important one) behind a single mission and/or capture seems a bit counterproductive. I assume the reason behind VIP kidnapping and Saya reward is to make the research largely independent from missions, since they are too random. If anything, the reward could be items that are rare/lategame tech - nuclear lasers, defender armor, Python HSR etc. for the easy-medium missions, with Impalers, Gattling Lascannon Parts, gems and perhaps even an Orb for the most difficult ones. That way you have some reward (that works for a time), but without upsetting the general tech balance. Of course setting up the missions to be in line with the reward is a pretty daunting task in itself.

Plus, the unique missions are pretty time intensive (modding wise) when you consider the gameplay gains. And if you put the unique enemy in a regular random tileset, much of the 'uniqueness' is lost. If done this way, most of these missions would work exactly like Zaxx's Assasination mission.