Race/Rank: Quantity: Remove:
Sectoid Janitor 4 <> 1
Muton Dentist 1 <> 0
Yeah, make something interesting, because the UI above is really boring [from design standpoint purely on theoretical level], since same you do at PURCHASE/SELL menu. Examples:
Torture Aliens = % chance to get extra info
IMPLANT Aliens = % chance to gain
XCOM Alien Operative, who you can have on a mission as a Bullet Magnet / Gun Fodder. Imagine an
Implanted Chryssalid Terrorist "bulldog" on a Leash.
EXPLOSIVE IMPLANT = Like in the movie
Wedlock. Scientists place an implant into the alien via surgery and tie that implant to an explosive device inserted into the "stomach" of the alien.
On missions - code-wise - the implanted alien gets attacked like a mind controlled alien by the enemies, and if it is killed, the explosive goes off. So the goal would be to guide the implated/controlled alien into enemy groups.
** TRAIN ALIEN SPY = Create Mind Programmed Infiltrators to sniff out Alien Bases and pass the info to you!
Code-wise this one could be done easily, since you press a button for it, you calculate % chance of success. If it finished training/reprogramming, then display:
- You have 1 alien spy, do you want to SEND it on a recon mission to North America?
Then calculate every week if the spy found an alien base or not. He may not find an exact location, but:
- Your spy determined that there is definitely an Alien Base in the West Coast of US.
- Your spy determined that there is an Alien Base in the Arctic.
ALIENS ESCAPED FROM CONTAINMENT =
BASE DEFENSE MISSIONBut that would only make sense if there was a really dangerous alien in-game, like in the movie
ALIEN or
The Thing or like in
Dark Side of the Moon.