aliens

Author Topic: Insane, Impossible Mod Speculation  (Read 35075 times)

Offline hellrazor

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Re: Insane, Impossible Mod Speculation
« Reply #45 on: March 22, 2016, 11:05:13 am »
just mix doomrl with xcom and you're done to some degree

oh and

not completely impossible, but who's stupid enough to try?

*drool*
Dreams of a complete graphic remake for vanilla sprites.
*drool*

Offline Arthanor

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Re: Insane, Impossible Mod Speculation
« Reply #46 on: March 22, 2016, 02:00:15 pm »
Oh wow! You made something that looks awesome out of potato sack armor?!

Insane mod speculation: A total UFO/TFTD graphic revamp by Bloax..! ;)

Offline Solarius Scorch

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Re: Insane, Impossible Mod Speculation
« Reply #47 on: April 22, 2016, 05:23:27 pm »
And now, for something completely different: vertical blocks arrangement.

I had this idea for tall building which is for example 30x30 (that's the whole map, just the inside - a cutaway). Each floor is a separate map block and they're piled on top of one another instead of next to each other. The arrangement of floors would be random, you only need to enforce (in mapScripts) the entrance and the roof to be at the bottom and the top, respectively. Oh, and some underground levels maybe.

Offline Blank

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Re: Insane, Impossible Mod Speculation
« Reply #48 on: April 28, 2016, 11:02:20 am »
Xcom-Vs the third Reich

The alien threat has been defeated once and fall all
Or so X-com thought. One last signal fires out from ruins of the alien base. It's destination...
...The past!
The alien masterminds had underestimated the power of humanity. Now they seek to enlist the most evil human of them all to their cause
1936, Berlin. A meglomanic dictator signs a pact with alien forces.
Back in the future, protected by a bubble of residual time energy, the victorious xcom forces return to find a very different earth firmly under the thumb of alien colaborators. They soon end up on the run in a grim cyberpunk dystopia.
Meanwhile in the past, strange flying lights are seen in the sky nicknamed foo fighters. They turn aggressive, unstoppable by the era's early technology.
An international collaboration of scientists and civilian airmen are formed to combat this threat to world peace. They're funded by the league of nations but the free world's governments are weary of war and all to quick to turn to appeasement. By a strange coincidence, or maybe not, they decide to call themselves "X-Com"
All the while, the fuhrer's armies and industry grow like never before as if bolsted by unseen forces. If X-com can't stop the unknown threat soon, the governments of the world are set to throw open their doors to Hitler's tanks in the name of a sham "united front" against the exterterrestial enemy.

-Fight flying saucers with tommy guns and bazookas
-Take the fight to hitler's secret luftwaffe weapons with spitfires and travel all across the globe in a zeppelin
-Race against the Nazi's to artefact sites across the world to stop them getting their hands on left over alien technology
-Research the enemies Tesla scalar field based weaponry. Develop new flying craft of your own and learn the secrets of time itself
-Enter brief time portals to perform covert opperations against the future dystopia ruling the world
-Stop time traveling aliens from abducting and assassinating chosen targets. Find out why the time travelers are singling out specific seemingly unremarkable individuals and why they're willing to slaughter entire villages just to get one person.
-Face against the mysterious psychic powers of the ghostapo and the raw power of the ubermensch created through alien genetic engineering and cloning
-Sectoids are back, acting as advisers and servants to the third reich but always working towards the alien agenda
-Kill Hitler. Kill Hitler's clones. Kill future mecha Hitler

Offline new_civilian

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Re: Insane, Impossible Mod Speculation
« Reply #49 on: April 29, 2016, 04:40:30 pm »
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!

Offline Solarius Scorch

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Re: Insane, Impossible Mod Speculation
« Reply #50 on: April 29, 2016, 05:06:57 pm »
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!

It's a very cool idea, but playing a Predator - much less a couple of them - against humans? Where's the challenge? :)

Offline new_civilian

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Re: Insane, Impossible Mod Speculation
« Reply #51 on: May 01, 2016, 01:25:25 pm »
Well, not civilian humans, I was thinking of modern, up-to-date Marines like in the movies/new FPS games, maybe with Synthetics support etc.  8)

Offline Yankes

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Re: Insane, Impossible Mod Speculation
« Reply #52 on: May 01, 2016, 03:36:03 pm »
I'd want an Alien vs. Predator TC, with the player being the Predators, fighting Xenomporphs, Humans and maybe others.  :)
Of course with different view/wavelength modes, invisibility and all that stuff!
I think in 3.0 Extended version you will be able create Predators. Only thing that will lack is "wavelength modes".

Offline Solarius Scorch

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Re: Insane, Impossible Mod Speculation
« Reply #53 on: May 01, 2016, 05:33:49 pm »
Only thing that will lack is "wavelength modes".

Well, UFO: After[blank] series had it, so... ::)

Offline new_civilian

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Re: Insane, Impossible Mod Speculation
« Reply #54 on: May 01, 2016, 05:52:29 pm »
I think in 3.0 Extended version you will be able create Predators. Only thing that will lack is "wavelength modes".

Not a problem, those are not too imortant. The important part is stealth. Sure, atm using the Loftemp 85 or 78 is possible, but it's a somewhat odd solution...
And are you saying that the 3.0 version will have true stealth, or did I misunderstand that?

Offline Yankes

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Re: Insane, Impossible Mod Speculation
« Reply #55 on: May 01, 2016, 08:31:27 pm »
Not a problem, those are not too imortant. The important part is stealth. Sure, atm using the Loftemp 85 or 78 is possible, but it's a somewhat odd solution...
And are you saying that the 3.0 version will have true stealth, or did I misunderstand that?
Yes, you will able override default visibility handling.

Offline new_civilian

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Re: Insane, Impossible Mod Speculation
« Reply #56 on: May 02, 2016, 12:09:33 am »
Cool  8)

Offline Slaughter

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Re: Insane, Impossible Mod Speculation
« Reply #57 on: June 19, 2016, 09:57:26 pm »
Fallout mod!

Best idea I had was pretty much Fallout Tactics 2.

There was a FOT2 concept that never got the go-ahead.

The game would happen in the american south.

The plotline was that a GECK got irradiated and now it started to grown freakish plants and a entirely new ecology.

It starts to regenerate the ecosystems while hijacking animals as seed carriers. Humans take issue because while the plants are regenerating the world, humans don't want to become fertilizer.

The Brotherhood of Steel (Chicago chapter) are pretty much a fascist organization and a brotherhood only in name.

My idea is that the game would start with the MWBOS sending a bunch of tribal scrubs, eer scout initiates to survey the area, find tech, investigate rumors of weird events, get the locals onboard the BOS train and pave the way for a real expedition.

The countries would be all sorts of city-states, tribal confederations, coalitions and leagues, kingdoms, chiefdoms, republics and towns. You have to convince them to help the BOS war-effort by protecting them from raiders, mutants, invaders, marauding tribes, and of course the plants.

Got some ideas for mechanics, more on it later.

Enviado de meu SM-G3502T usando Tapatalk


Offline Slaughter

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Re: Insane, Impossible Mod Speculation
« Reply #58 on: June 27, 2016, 06:17:37 am »
Wanted to post but BROWNSER AT MY POST SO LET"S GO AT IT AGAIN



My thoughts on how it would work, mechanics-wise:

Geoscape: Smaller scale, more detail than X-COM's, focused on Southern USA - thinking Gulf South minus Texas, mostly states near Florida. Dunno how to do without oddities in Earth's globe or the day/night circle.

Instead of the Founding Nations, it would be something like a lot of city-states, tribal confederations, chiefdoms, republics, kingddoms, townships, weirdo sects, etc, helping the Brotherhood of Steel in exchange for protection against raiders, mutants, marauding tribes, crazy cults, pirates and the Plants (which I have come to call "The Bloom" or "The Blooming").

cont because I have to leave.

-CONTINUED-

Because your movement is far slower and the region bigger in detail, time is more important, as well as location.

Expanding on my idea, my idea is that in the early-game, the guys who stabilish your base/your first soldiers are pretty much a bunch of brotherhood initiates with some basic training, pretty much a bunch of jumped-up tribals. The whole start is pretty much a scouting/combat exercise - The Midwestern BOS doesn't consider the whole thing anything more than that, most elders think all the weird rumours from out of the midwest are ridiculous, but might as well investigate anyway.

So, early game your guys are pretty much a bunch of jumped-up tribal noobs sent to scout the area, find out what's up in the region, find pre-war sites of interest (of which your starting base is the first, as classic BOS tradition of taking over pre-war bunkers. No need for upper-level bases!), make links with the locals, the works. Low-key stuff.

Think Solarius' X-COM Files - the early game is about finding the real threat (I mean, plants ravaging human civilization and regenerating the wastes? That's ridiculous, right?), and once you do the main MWBOS starts supporting you. So yeah, no Paladins in Power Armor this early. Or FOT, where your dudes are tribals straight out of training using some crappy firearms, probably stuff the Brotherhood took off some dead raiders a paladin killed with his powered armored pinky on a dare.  ;D


Vehicles/Interception: Would love to have Land, Water (river AND sea!) and Air vehicles.

My thought is that at first your "vehicles" are pretty much local guides - AKA a bunch of dudes who lead you around and stuff. No weapons (maybe later give them a anti-vehicle weapon or something?). Then you get other vehicles - say, a two-seater bicycle (land, fast, no weapon, two persons only), a brahmin carriage, a canoe. Maybe better guides.

Then better vehicles - bigger boats, vehicles using biofuels (fresh from sugar cane slave-labour plantations, of course). The end vehicles would be classic Fallout battery and fusion-powered cars, trucks, etc - So Fusion Cells are pretty much the equivalent of Elerium - they even power the energy weaponry!

Air vehicles would probably show toward end-game - maybe starting with a basic air baloon and then zeppelins, maybe a propeller plane. I think the "Ultimate Craft" would be something aerial, quite cool - no, NOT a Vertibird because I think they're already over-used in Fallout - maybe a huge-ass Zep or chopper.

The enemies progress in the same way so early on you see pretty much parties of raiders going around, and later enemies would get their Mad Max on so you have to put a gun in your buggy and such. No idea how the plants would even do it, maybe their "vehicles" are actually animals they piggyback on, so you have to send a plane to shoot off a lot of infected birds or something like that. Weird, right.

Tech and gear: Game starts on low-tech, tribal/scav level - crap guns, crossbows, spears, molotovs, boom bugs, knives, etc. You can get more gear to buy through "research" like making nice with merchant guilds and such, and to manufracture by finding blueprints, which range from "how-to" home-made stuff guides to pre-war blueprints. Eventually once you get your superiors onside for The Real War, you can buy stuff directly from the Brotherhood, like Laser Rifles. But that sorta thing is EXPENSIVE, because its a long and the Brotherhood doesn't take chances when it comes to protecting their tech. You can even buy good soldiers, but more on that later. Not sure if Power Armor should even be buy-able (or manufactured), or just immensely expensive.

Also this means that explosive spam isn't a doable strategy for a certain part of the game. Only by mid-game you start getting good explosives.

Wacky idea: You actually take a penalty for destroying equipment in missions - so something like a pipe rifle out of scrap is insignificant, point-wise, but blowing a unique pre-war prototype or a dead body in Power Armor? Hahahahahahahahha enjoy your minus points.

Economy: A lot more rough-shod than the usual X-COM game. A lot more scavenging and jury-rigging. Would love to have something like a X-COM Apoc-style market.

Battlescape: Your soldiers are more "sturdy" than the average X-COM rookie, not because they're tougher (they're humans... well, most of them will be), but because the weapons simply have lower power. Would also need some way to feedback hits that damage the target.

Also, I want a more RPGish experience. Think Fallout Tactics transplanted into X-COM. Maybe even add different new stats and such to represent some of the classic Fallout mechanics - say, split Firing Accuracy into Small Gun Accuracy, Big Gun Accuracy, Energy Accuracy, etc. X-COM already has Throwing and Melee Accuracy.

One problem I have is how to depict Fallout-style critical hits and aimed shots. Maybe add a new stat (Critical Chance? Luck? Precision Aiming?) that deals with the X-COM damage rolls? The idea is to differentiate between a soldier who just shoots center-of-mass very well and someone able to shoot weakpoints and such - the classic Fallout Sniper vs Fast Shooter dicotomy - go for the eyes or just send a rain of lead? Maybe involve attack types too.

Soldier Ranks: I'm thinking:
Rookie/Initiate
Squaddie/Squire
Sergeant/Junior Knight
Captain/Knight
Colonel/Paladin
Commander/Head Paladin

(personally I would love to pad it out to properly display the Brotherhood ranks, but I would settle with making promotions far slower than base X-COM. So yeah it will take a while for your scrubs to become Paladins).

Early on your first soldiers are your starting eight brotherhood, and native locals with low stats (because they're untrained, undisciplined, etc). Your starters are a bit better than them. Later on you can recruit BOS initiates (trained, unlike the locals, but more expensive) higher-ranking soldiers, with a cost. Maybe even recruit Knights.

There would also be other soldier-types - Like Mercenaries. Maybe even mutants - say, Ghouls, Super Mutants, maybe something like a Swampfolk or Trog - as auxilia but they lower your squad morale. Super Mutants would probably be the strongest, but most expensive type.

One idea I had is that you can eventually enhance your troops with expensive, but totally-worth it implants, like in the original Fallout games.

One problem I had was Psionics - Psykers exist in Fallout but they're rare. Outside of Beastlords and maybe the rare mutant psyker the only foes with psionics I thought of were the plants. And no psionics for the player at all. Alternatively, you can eventually use psionics because the Bloom is also a psionic entity (think SMAC Planetmind, but plants instead of fungus), so you can sorta "hijack" that energy and use it, but once its destroyed the psionics go away.


Opponents and missions: Early on your opponents are dangerous animals and stuff like raiders, tribal marauders and general waste scum. As the game goes on you start to fight well-armed foes and mutants and other organized groups as well as The Bloom.

There's also the idea of having Piratez-style oponents you can't attack without losing points, but there's worthwhile loot over there - say, traders, governments' troops, non-inimical factions, etc.

The UFO equivalents ("Unknown Travelers?") do missions depending on their make-up - so raiders raid, terrorize and kidnap, traders trade, plants grown and attack humans to use them as fertilizer or clean out a threat, technocratic orgs go after pre-war tech, etc.

Oh yeah, one idea I had was the idea of missions to Pre-War facilities and ruins for scavenging. I'm thinking there would be two kinds:

1. Scout Pre-War Cities, which would be always available once per month in all the local pre-war cities. But on the other hand, the local loot is pretty much random so most of the time you just fight some scavs or animals and get crap. But sometimes you come across something good.

2. Pre-War Facilities - found either by patrolling/"radar" (VERY HARD), or by "researching" maps found sometimes in possession of certain enemies. These would be harder, with the player fighting other scavs (and even other technocratic factions), dangerous mutants or security robots. Maybe even some timed missions to represent high-rad areas.
« Last Edit: June 28, 2016, 04:50:08 am by Slaughter »

Offline Hobbes

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Re: Insane, Impossible Mod Speculation
« Reply #59 on: August 02, 2016, 02:41:41 am »
Since we're speaking of insane mods... ;)