Author Topic: few gameplay suggestions for vanilla, codding require  (Read 3661 times)

Offline bladum

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few gameplay suggestions for vanilla, codding require
« on: November 05, 2014, 12:44:11 pm »
Hi Folks,

I played game for a while and i wrote down my thoughts. This is only for vanilla version but all items require codding.

1) Click right mouse button (or double click) on weapon during battle to unload its ammo into hand.

2) Right mouse button (or double click) on an ammo during battle to automatically load it into weapon in hand if matched

3) Show ufo range / damage info on the interception screen by any visual method (like a like that indicates range and width that indicates damage)

4) Show damage inflicted to enemy on hit by number popup during battlescape and interception, both on UFO and alien soldiers. This information would be depended on level of experience of soldier, rookie have no idea how enemy is damage but commander is

5) Show maximum range of weapon during targeting enemy in current fire mode, so far there is just instant chance to hit change

6) Health bar on units over heads during battlescape for x-com units like in many RTS games

7) Counter of killed aliens during mission, and maybe after mission research also counter how many to kill

8) Neutral units have civil or military background, those military can actually use weapons on allies if delivered by x-com

9) Neutral units during base defense mission taken from number of scientist / engineers in particular base divided by 10, you lose them during battle and you lose them in the base

10) Soldiers specialization selection on soldier screen in base. Basically the idea is simple, you click on a button that is assigned on a stat that focus experience into this particular stat. This gives this attribute to grow faster then others (x2 to single one, x0.5 to all others). No other gameplay change.

11) Indication about number of primary actions done during specific battlespace mission, to know that a particular soldier needs to fire one more time to get promotion etc

12) Alien hunter is a feature when specific soldier kills number of enemy units. If soldier kills lets say 20 aliens of a specific race he gets +10% to damage for next kill OR is able to distinguish alien ranks OR is able to see number of damage inflicted to enemy.

13) Every soldier promotion gives a chance to get +10 to bravery of soldiers. Lower rank have lower chance. Higher rank have higher chance.

14) Feature that your soldiers are able to distinguish alien rank on the battle field after you research live alien of particular race. This could be done by small "medal" on the top of alien head to stay with vanilla graphics

15) Additional promotion chance when unit captures / kill very important alien unit during battle

16) Additional bravery chance when unit survives attack of very dangerous enemy alien

17) Set high or low maintenance level for crafts in base taken from maintenance level from Europa Universals. High maintenance = work as normal. Low maintenance = pay 50% per maintenance but repairs, refuel and rearm crafts 2-3-4 times slower.

Regards,
Tom

Offline MrFrustrated

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Re: few gameplay suggestions for vanilla, codding require
« Reply #1 on: November 05, 2014, 08:51:19 pm »
Hi Folks,

I played game for a while and i wrote down my thoughts. This is only for vanilla version but all items require codding.


...

4) Show damage inflicted to enemy on hit by number popup during battlescape and interception, both on UFO and alien soldiers. This information would be depended on level of experience of soldier, rookie have no idea how enemy is damage but commander is

...

7) Counter of killed aliens during mission, and maybe after mission research also counter how many to kill

...

13) Every soldier promotion gives a chance to get +10 to bravery of soldiers. Lower rank have lower chance. Higher rank have higher chance.

...

16) Additional bravery chance when unit survives attack of very dangerous enemy alien
...
Regards,
Tom

Tom, I like some of your ideas.

Regarding #4

One of my favorite functions in Baldur's Gate was the combat log. You could pretty much trace a whole fight from it.

I don't know if I would have it available during the battle, maybe post fight.

#7, I like this. The game does this a little by having the difference between an alien shot to death making a death sigh while aliens stuned just fall to the ground.

#13 & #16

The game needs to expand the ways you build bravery. If this game was real, I imagine the military would force troopers to get hit with psi panic attacks until they didn't bat an eye.

I like your idea you gain bravery from being injured.

Offline Solarius Scorch

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Re: few gameplay suggestions for vanilla, codding require
« Reply #2 on: November 10, 2014, 02:23:43 pm »
1) Click right mouse button (or double click) on weapon during battle to unload its ammo into hand.

Could be a bit unwieldy, but I don't really mind.

2) Right mouse button (or double click) on an ammo during battle to automatically load it into weapon in hand if matched

Using 'R' key is enough IMO.

3) Show ufo range / damage info on the interception screen by any visual method (like a like that indicates range and width that indicates damage)

Only if you have the UFO researched. :)

4) Show damage inflicted to enemy on hit by number popup during battlescape and interception, both on UFO and alien soldiers. This information would be depended on level of experience of soldier, rookie have no idea how enemy is damage but commander is

Could be good for debug... But only if it always works.

5) Show maximum range of weapon during targeting enemy in current fire mode, so far there is just instant chance to hit change

It is already included in TEH MASTER RACE Ufo Extender Accuracy mode.

6) Health bar on units over heads during battlescape for x-com units like in many RTS games

What for? You don't need it al all, it's not real time, you have to click through all your units anyway. Why make the screen more obscured?

7) Counter of killed aliens during mission, and maybe after mission research also counter how many to kill

Would require a new screen. Where would you put this information?

8) Neutral units have civil or military background, those military can actually use weapons on allies if delivered by x-com

Pipe dreams... But yeah.

9) Neutral units during base defense mission taken from number of scientist / engineers in particular base divided by 10, you lose them during battle and you lose them in the base

Seems superfluous, but could be way more fun than it should be!

10) Soldiers specialization selection on soldier screen in base. Basically the idea is simple, you click on a button that is assigned on a stat that focus experience into this particular stat. This gives this attribute to grow faster then others (x2 to single one, x0.5 to all others). No other gameplay change.

Apage, satanas! D: Please no!

11) Indication about number of primary actions done during specific battlespace mission, to know that a particular soldier needs to fire one more time to get promotion etc

This is... disturbing. :P

12) Alien hunter is a feature when specific soldier kills number of enemy units. If soldier kills lets say 20 aliens of a specific race he gets +10% to damage for next kill OR is able to distinguish alien ranks OR is able to see number of damage inflicted to enemy.

KILLSTREAK!!!!!! XD

...No. This isn't Borderlands. :D

13) Every soldier promotion gives a chance to get +10 to bravery of soldiers. Lower rank have lower chance. Higher rank have higher chance.

I'm not sure how it differs from the current model, I never cared to check...

14) Feature that your soldiers are able to distinguish alien rank on the battle field after you research live alien of particular race. This could be done by small "medal" on the top of alien head to stay with vanilla graphics

It makes sense as they can already recognize unconscious aliens, so it should be the same with active ones (unless they have easily readable neck tattoos or something).

15) Additional promotion chance when unit captures / kill very important alien unit during battle

Yes, I believe live alien capture is not rewarded enough.

16) Additional bravery chance when unit survives attack of very dangerous enemy alien

How do you gauge danger? Every single alien is dangerous.

17) Set high or low maintenance level for crafts in base taken from maintenance level from Europa Universals. High maintenance = work as normal. Low maintenance = pay 50% per maintenance but repairs, refuel and rearm crafts 2-3-4 times slower.

Nah, the cost associated with craft maintenance is negligible.

Cheers!

Offline endersblade

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Re: few gameplay suggestions for vanilla, codding require
« Reply #3 on: November 11, 2014, 08:51:05 pm »
Sounds to me like someone's been playing a bit too much Xenonauts -_-;