the recent idea of an EMP cannon got me thinking about
continuity again. I've been thinking about this before, but now might be the right time to start implementing this...
here's the general idea: currently, the stuff you do to a UFO in the geoscape hardly affects the battlescape and vice versa.
1) if you hammer a medium scout with avalanche missiles until it crashes, you might end up with an undamaged battlescape UFO. if you wear down the same UFO with twin cannons, it might turn out completely destroyed.
2) if you board a landed supply ship, shoot all three power sources, grab the elerium, run out and leave, the UFO will take off and fly away.
3) if you enter an alien base, shoot all aliens but one, set off high explosives in every room (except the control room), leave the base and immediately come back, everything will be restored to its original state.
4) apparently, UFOs that are shot down drop down vertically, because they will be found in the middle of destructible terrain without any collateral damage.
so, I'd like to propose some additional mechanics:1) damage transferbattlescape UFOs should receive damage
depending on the weapons that were used on them. the easiest way I can think of would be keeping track of the
excess damage the UFO receives in shooting it down, and using additional "virtual explosions" before the start of the battle to simulate the effects (although we should make sure that those explosions don't damage the terrain - the damage was dealt before the crash, after all). this would even make low-power weapons like cannons or lasers more useful again, because they will cause less excess damage and have a higher chance of leaving UFOs intact. I'd like to see a battleship with a huge hole in the side where my fusion cannon ripped it open.
2) reverse damage transferif you cripple a landed UFO, its state should change from "landed" to "crashed". this would include destroying >50% of its power sources, destroying all navigation units, or destroying >25% of hull tiles.
(on the other hand, I believe the aliens should be able to repair hull damage, so perhaps it would even make sense to determine the cause of the crash
in the geoscape when shooting it down... but that might be too complicated)
3) mission site continuityany mission site (especially alien bases and xcom bases) should retain the damage they sustained, and this should have an effect on the geoscape gameplay. for xcom bases, perhaps damaged base modules could need repair time? alien base "farming" could be severely hindered by this, but on the other hand it would be easier to destroy heavily defended alien bases by "softening" them.
4) "path of destruction"in crash sites, terrain damage should be included (remember apocalypse? the missions where you had to enter the UFO through sewer tunnels because the UFO was partially buried from the impact). this should be easy, I guess... simply determine a random direction and distance, and set off pre-battlescape explosions along the determined path. I'd love to see a building with a hole through it where a medium scout crashed through