@Wsmithjr:
Sorry for that, I will check when I come back to home.
Yes, precisely. While it might be interesting to have the reverse effect also, we have to take the AI into account. I don't think it is in any way capable of dealing with resistances in terms of selecting weapons and/or targets.
You are right, and I have not think to much about this but I think my way to handle this could work : I mod aliens item level to give them new weapons, so, they should in majority be equipped with new anti-personal armour weapon when the player should manage to have them for some time. After that the player can discover powersuit which protect him against theses weapons, and aliens changes all weaponry to something else after a while etc. And all the time, cannon are able to kill everyone maybe not in one shot, but not so many more. So, the rock paper scissor is not mean the only way to win is to use the good weapon. It mean that you will win easiest with right weapons, and need to use only heavy cannon if you don't want to think (but heavy cannon should be heavy, costly, limited ammo, and your soldiers slow. This brainless way could be sufficient in alien recovery mission but should not work in long missions like alien base).
So for now I have don't make aliens unable to shot xcom soldier but nearly the opposite. In the vanilla's we have :
- beginning : aliens weapons are overkill
- personal armour : in a short time they protect little, and become obsolete when rifle and heavy plasma become the rule
- power and flyingsuit : in a short time they protect well if you discover them early, but in the end when all aliens have heavy plasma they don't protect so good.
I have make something where armour protect better, but in shorter period of time. So for example, if you manage to produce many personal armour very quickly, maybe you can have one or two very easy terror mission against aliens with plasma weapon nearly negated. But if you are too slow, armour are already useless by the time you discover it (like in vanilla's).
First thing is, the game has to remain playable. Aliens tougher than Xcom soldiers may sound cool but a player has to win how many missions? And how often is a player willing to lose a soldier? I know, human players are smarter than the AI - but the AI can afford far greater losses and is never frustrated. Mutons are already tough. Now imagine mutons in powersuits in every mission you meet them in. So even modded aliens have to remain less armored than Xcom soldiers. So we better limit ourselves to little more than personal armor plus some mild resistances.
I agree, and I never imagine to make overpowered aliens. My try is to make them have great vulnerability, if they have great resistance. I have made only one exception for mutons, as their weakness is they are psy weak, and don't appear in damage sheet. But they appear in late game, and player should have by this time soldier able to carry heavy weaponry, which kill easily even slight better armored mutons.
Second, vanilla aliens never use worn armor, period.
I think green muton skin is an armor, no ?
So I'm creating mid-to-late-game replacement aliens who wear some armor, e.g. my test snakemen wear armor 40/35/35/15 and 80% resistance to HE, plasma and melee, my mutons use armor 50/40/40/25 and 80% laser, 70% plasma, 60% melee resistances. We'll see how it goes.
It seem don't change anything for your snakemen : laser and HV plasma of late game won't have problem to easily kill them.
Your mutons however seem have no weakness and seem only a good target for heavy HE weapons.
I have give them the same armor, but no resistance of any kind. This make them already as resistant to AP weapon because they are nearly all negate by a 50 armor, but only little more resistant to laser or plasma rifle/cannon.
Third, too much micromanagement kills fun. Reality is that the players likely to use tough aliens are also likely to learn their weaknesses. So a rock-paper-scissors system would require them to switch soldier loadouts between missions. HWD says I'm going against Mutons? That's weapons A. This time it is Floaters? Weapons B, everyone. And when the race is unknown? Everybody carry two different main weapons and drop the wrong one on round one.
Oh no, this is not my idea at all. The player should need various weaponry in
any battlefield. And if it has not make the right choice of weapon, and don't bring various with him, maybe it should be force to flee.
At the beginning there is only in terror mission where he must face two really different aliens types, but in the late game, it should face more often various crews.