One change that I'd like to make for my own modding benefit is the ability to have scripted event missions similar to cydonia that the player could choose to attack when ready, or similar to the TFTD cruise ships and synomium missions that pop up on a timer rather than being tied to the procedural alien missions.
I'd also want to be able to define specific rewards for scripted missions (for example, unlock parts of the tech tree, unlock new alien ufos/races, or handout specific items)
A framework like this would allow a modder to structure access to some of the tech in the game until the player has completed set objectives. Whether or not you also tie in the aliens progression too would be a matter of preference. I would only consider myself to have coded it properly if cydonia (and tftd terror sites) could be tied into the config entirely rather than being hardcoded.
One possible use of this might be (eg) add a ton of extra tech and races to the game that become available after cydonia, and a new set of endgame missions to complete after that dependent on the new content (eg unlock TFTD races and the Tleth mission). Or, one could add a series of missions that you need to complete to advance up the normal tech tree similar to xcom2012. Or, you could script in a 2 part bastard to serve up to the player on the first of every month just like TFTD
Off the top of my head, I was thinking of expanding the ruleset on my local build to script missions that appear on one of the following triggers:
- A timer, one off or recurring
- Once a particular technology has been researched
- Once a particular manufacturing project has been finished
- Once a particular base facility has been built
- Once another scripted mission is finished
The scripted mission itself might look like:
- A special UFO on the geoscape, following set trajectory
- A special alien base or terror site on the geoscape, at set or random location/city
- A new button on the select destination screen (like cydonia)
The first one would need care not to let the player break the game (eg shoot down a critical UFO over water, or fusion ball it to pieces). Ditto a plot critical terror site would not expire, or would be an auto game loss if expired.
Once accepted, the scripted mission would need config for the terrain, Alien race and tech level to use - ie exactly what's hardcoded for cydonia. Ideally, multi part missions would be supported in config.
The rewards and penalties for failing the mission (or letting its timer expire, if it has one) might be
- win/lose the game
- lose support of a specific country
- unlock part of the tech tree
- specific items
- unlock alien races / ufos / tech levels (ie they only start appearing after the scripted mission)
Any thoughts on whether anyone else might find this useful or desirable?