Author Topic: [Suggestion] Improved geoscape craft combat  (Read 930 times)

Offline bulletdesigner

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[Suggestion] Improved geoscape craft combat
« on: January 20, 2025, 05:46:51 pm »
I have an idea to improve the geoscape combat, making it more interesting and engaging. Recently, I’ve been playing FTL: Faster Than Light, and it uses a similar system with two static craft sprites, but the combat feels much more addictive and dynamic. I think a similar system could be implemented in XCOM’s craft combat.

In FTL, players have the option to target specific systems on enemy ships. When a hit is scored, a penalty is applied to the enemy craft. I believe this concept could work well in XCOM’s static craft combat as well. Essentially, each enemy craft would have four systems that can each take damage up to five times:

Piloting: When it takes 100 damage, the enemy craft suffers a -10 to evasion or +10 to your weapons' accuracy.
Weapons: When it takes 100 damage, the enemy craft suffers a -10% reload time penalty to its weapons.
Hull: When it takes 100 damage, the enemy craft’s damage output increases by +5%.
Engines: When it takes 100 damage, the enemy craft suffers a -5 to evasion and +10 to your weapons’ effectiveness, while enemy weapons are also weakened.
The player’s craft would have a similar system. I hope the UI sprites I made help clarify this idea.

Passive repairs could also be introduced for each system, providing the player with more strategic options, though this wouldn't be necessary in the initial version of the idea.

I understand that adding additional screens could be challenging, but I believe making geoscape combat more interactive and dynamic would be a great improvement to the game.

For the AI in FTL, the enemy typically targets systems randomly on normal difficulty, and on hard mode, it targets the player's most vulnerable systems. In this case, a random targeting approach would work well for the enemy AI in XCOM as well.

Even if this idea is not for Extender can be for other modder that want a new mechanic
« Last Edit: January 20, 2025, 05:52:54 pm by bulletdesigner »

Offline Meridian

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Re: [Suggestion] Improved geoscape craft combat
« Reply #1 on: January 20, 2025, 06:06:04 pm »
How should the GUI work (or not work?) for 4 simultaneous interceptions?

Offline bulletdesigner

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Re: [Suggestion] Improved geoscape craft combat
« Reply #2 on: January 20, 2025, 07:18:34 pm »
well the default is no target (making the target random) so it start with the 2 optional windows closed. so theres no need to engage system (also works for easy fights with fighters with low health). In a cellphone you maybe need to minimize and make it by order but it works.

Offline Cooper

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Re: [Suggestion] Improved geoscape craft combat
« Reply #3 on: January 21, 2025, 12:23:56 am »
I guess players would often target one system at a time with all interceptors, so with 4 simultaneous interceptions a right click shortcut to target a system with all interceptors could save a lot of screen space in these cases, as then only one of the target system windows would have to be open.

Another cool thing would be if UFOs could destroy interceptor weapons, one at a time, when targeting interceptor weapons.

Just some thoughts! And I really like the idea!

Offline Finnik

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Re: [Suggestion] Improved geoscape craft combat
« Reply #4 on: February 22, 2025, 08:29:01 pm »
I think the only way to solve it is to allow a mastermod to define the minimal geoscape/battlescape resolution for the mastermod =)
Although, I have no idea how to manipulate states above 320x200 limits...

Offline Meridian

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Re: [Suggestion] Improved geoscape craft combat
« Reply #5 on: February 22, 2025, 08:38:32 pm »
I think the only way to solve it is to allow a mastermod to define the minimal geoscape/battlescape resolution for the mastermod =)
Although, I have no idea how to manipulate states above 320x200 limits...

On the PC, yes.

But tell that to the Android players, even on 320x200 it is sometimes hard to use due to fat fingers.

Offline Yankes

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Re: [Suggestion] Improved geoscape craft combat
« Reply #6 on: February 22, 2025, 08:58:47 pm »
I see one spot where we can squeeze new button

Offline Delian

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Re: [Suggestion] Improved geoscape craft combat
« Reply #7 on: February 22, 2025, 09:08:57 pm »
Instead of showing the radar and buttons for all 4 crafts at once, show it only for 1 craft at a time. For the other 3 crafts, show only icons with their craft damage. These icons also double up as buttons to switch between the currently selected craft.

Offline Meridian

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Re: [Suggestion] Improved geoscape craft combat
« Reply #8 on: February 23, 2025, 11:15:35 am »
Looks nice.
Maybe needs to move the left window more below, so that minimized dogfight icons are not obstructed.

Anyway, implementing this will be a colossal PITA.
Dogfight source code is the second-worst code in OpenXcom (only Debriefing code is worse).
I've already "extended" it beyond reason, and it feels like doing anything more will make it fall apart like house of cards.

On my todolist, this change occupies the last place, so don't expect it for years, if ever.
If someone else wants to give it a try, I'm open for merge discussion (don't forget to make it backwards-compatible and optional).

Offline Finnik

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Re: [Suggestion] Improved geoscape craft combat
« Reply #9 on: February 23, 2025, 01:05:07 pm »
I was really curious about redoing dogfight minigame, as it is feels to me way too arcade for such a massive strategy game. I have implemented a bunch of mechanics for FTA dogfight. I can agree with Meridian, that the code for dogfight is very different from other parts of the game and is not friendly to a massive improvement like this. My features did not change the core gameplay of this state, and could feel like a minor features. But it took me o lot of effort to implement (and test all cases) for it.

I also can't see what the gameplay would be around your new screens. Ok, I see some craft systems could be damaged separately. Now what?
How can the player know what to target on alien vessel if he or she encounter it for the first time?
What will we do with megamods, that implement very-very different flying stuff as UFO. That makes me think we should not hardcode any of the new mechanics so it could be moddable.
How it would be backwards capable? And will it? There can be just a megamod setting `useNewDogfight: false` to completely change vanilla one for brand new.

Very important aspect - it is real time arcade in a turn based game. People with low reaction enjoy xcom, and for some of my ideas for this clicker-like minigame I received poor feedback. Thus, it made me think if adding some complex minigame, it has to be turn-based.

Anyway, to motivate changes like this, I think a complex game design required at the first with detail description - literally like when making a new arcade game. But I personally would not put such effort in a venture without commitment that it will be implemented in source code...