Author Topic: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush  (Read 6317 times)

Offline Unknown Hero

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20) New XCom mission type: Rescue Mission.

When a XCom troop transport (ex: Avenger) is shot down by an UFO instead of being destroyed sometimes there is a crash site with few survivors. And XCom team  have some time (some hours, to be determined) to rescue the survivors (there must be room in the transport to bring back the survivors).

Alien team can also send UFO to the XCom crash site. They gain points if they do and there is a combat mission, but this time XCom has to defend (with few soldiers and some injured soldiers before the rescue XCom team landing, with the rescue crew and crashed crew if the alien come during XCom rescue landing).


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21) New Alien mission type: Rescue Mission ;-)

When an UFO is shot down, the alien can sometime send UFO (Battleship or a new UFO type) to rescue the survivors and recover material (Weapons, Alien Alloys, Elerium-115, etc.), they gain points if they do.

If XCom send a troop transport during the alien rescue mission (the rescue UFO has landed (only for 4-5 hours, to be determined)), they have to fight the 2 crews, the crashed UFO crew and the rescue UFO crew.


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22) New Alien mission type: Ambush Mission.

Sometimes the Aliens make Ambush Missions, these are exactly the same as the other missions exept they land for more time (to attract XCom team) and there is more troops in the UFO (and some special strong troop like Muton Commando, and/or Terror Units, to be determined), thus XCom has to face much more troop during combat if they land on the site.

There is no info on the Ambush Mission with the Hyper-wave Decoder, the mission appears to be a standard mission (ex: Alien Research, Alien Supply, etc.).

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Cut from this thread on demand for better convenience:
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Offline davide

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #1 on: June 24, 2014, 10:21:53 am »
In my opinion Ambush mission type is the less difficult to add the game.
or for the same result a way could be  add a probability to spawn more alien on terrain/ufo
therefore I vote for +5
I mean:

Code: [Select]
alienDeployments:
  - type: STR_EXCAVATOR
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 2
#new optional syntax: totQty = standartQty or with a probability of AMBUSH_percentage%, totQty = standartQty *  AMBUSH_factor
        AMBUSH_percentage: 10
        AMBUSH_factor: 3
#end syntax
        percentageOutsideUfo: 80
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP


The other new mission type plus assassination, escort, retrieve artifact connected to tech tree,
are very interesting but i suppose that are very difficult to realize.
OX mods Map Maker will love it

Offline Falko

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #2 on: June 24, 2014, 10:27:40 am »
for ambush you dont need any change as far as i understood
just add the new mission put a lot of aliens in the ufo
and change the extraString to an "normal" mission description

Offline davide

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #3 on: June 24, 2014, 10:32:10 am »
As you prefer

we agree both on wish sometimes we will get a mission with a lot of aliens ...

Offline Aldorn

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #4 on: June 24, 2014, 12:05:53 pm »
You should group all of your suggestions in one !





Joke  ;)

Offline Solarius Scorch

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #5 on: June 24, 2014, 12:24:05 pm »
I like the ambush mission, as long as it's reasonable: you can't squeeze 20 soldiers onto a Medium Scout... :)

I also think it should appear late in the game (when X-Com becomes a real problem to the aliens; not earlier than September 1999) and be really rare (or the player will become paranoid, which will tip the gameplay too much).

Still, I'm wondering what's stopping you from just leaving when you realize it's a trap and you don't want to fight that many aliens? I think aliens shouldn't get points for forcing you to leave, after all they don't really benefit from this; well they can show world leaders your act of cowardice to undermine your position, but then again they can do the same when any time you leave combat. Unless this special mission is the only one where they bring cameras/observers.

Offline Falko

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #6 on: June 24, 2014, 09:41:14 pm »
why not a coward-malus for fleeing
could be mission dependent
terror mission -300
basemission -500 (makes base milking more difficult)
base defense -1000 (really you gave up?)
other normal mission like -50 to -150
ambush could than be in a range of -400

(default as always 0 but let us mod more! :))

Offline Aldorn

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #7 on: June 24, 2014, 09:51:16 pm »
why not a coward-malus for fleeing
could be mission dependent
terror mission -300
basemission -500 (makes base milking more difficult)
base defense -1000 (really you gave up?)
other normal mission like -50 to -150
ambush could than be in a range of -400

(default as always 0 but let us mod more! :))
I don't agree :
- 1st : you already lose points as soon as you leave without have finished the mission ; land and leave immediately is same as ignoring mission, and I find this coherent
- 2nd : a more personal reason... For any mod that would make missions a lot harder to be achieved, where strategic would also become to "land, try to kill some aliens and pick some stuff, then flee", what you propose would make the game absolutely impossible

Offline Falko

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Re: [SUGGESTION-CUT][#020 #021 #022] New missions type - Rescue - Ambush
« Reply #8 on: June 24, 2014, 10:22:25 pm »
I don't agree :
- 1st : you already lose points as soon as you leave without have finished the mission ; land and leave immediately is same as ignoring mission, and I find this coherent
- 2nd : a more personal reason... For any mod that would make missions a lot harder to be achieved, where strategic would also become to "land, try to kill some aliens and pick some stuff, then flee", what you propose would make the game absolutely impossible
i rarely retreat so i only know you get less point loss if you go to a terror mission and abort directly than ignoring it so "leave immediately is same as ignoring mission" is not correct!
i want to make options available here for modders to make the game harder - most mods i see make the game easier and 100 point is like 5 killed aliens +equip carried back  but the numbers were just an idea with like 5 seconds thought process if they are to high than thats subject to change :)