How about either of the following?
-New transormation that is unlocked earlier than XCOM one, cheaper in cost (require Storm instead) and less powerful. Also fewer stat requirements. Increase research requirement for regular XCOM-transformation?
While I understand your point, I would have to
de facto separate the bio-enhancement procedure into two phases, each of them having like half the value or so. This would not only feel like a filler, but also increase the micromanagement aspect for no gain. Also, it sort of conflicts with the lore that Storm is dangerous and unreliable.
-Make XCOM enhancement need Storm (automatic\abstracted refinement\modification for safe utilization by XCOM agents), but make Storm like Durathread and\or Alloys. You can reproduce it AFTER you understand how to USE it, so that in time you will be able to not worry too much about having it, but still go through the early phase of wanting Storm for transformations for your top guys.
This sounds better. The proposed model would be:
- Find and research Storm;
- Research X-Com Bio-Enhancement (same prerequisites as now),
- Make the bio-enhancement procedure require some chemical which is essentially perfected Storm,
- Add a new manufacturing project to purify Storm into perfected Storm,
- Add some other research project to create perfected Storm from scratch (what would be the prerequisites?),
- Add another manufacturing project to create perfected Storm from scratch (any ingredients necessary?)
Honestly it feels rather convoluted just to give Storm some usage, but I'm not saying no - ideas welcome.
Not to spam suggestions, but I've always thought the guns on the APCs from 40k (the actual XCOM crafts) would be a PERFECT fit for either the mudranger or the humvee. Thoughts on implementing such a functionality? Having a heavy gun like that would go a long way towards making some landing sites more manageable, and perhaps even sensible considering every xcom craft mission landing is borderline suicidal
It's a possibility, but there are three problems to consider:
1) Such vehicles would require Promo 3, as it's clearly very military tech. Even Machine Guns License would be insufficient IMO.
2) It would open a Pandora's box of "which other crafts should have turrets", and it's not a direction I like.
3) Turrets would probably steal the thunder too much. If they were actually operated by an agent, it would be different...
Hey Solarius, just started playing two weeks ago and this is the most fun I've had with an X-Com-like in forever. Maybe more than War of the Chosen?! Maybe! It's just so fun, and I love how it veers towards some ridiculous stuff--it really does feel like the X-Files. (And/or someone's homebrew Delta Green campaign where they added rats. I just built a rat farm!)
Hello, and thank you!
A fellow Cthulhu player, huh? It was my first RPG system!
Anyway, here's my unasked for suggestion: megaphones! Sometimes I can't get close to a cultist to stun them without heavy losses, but after taking out enough people I've had them panic and surrender, and that's really satisfying. What if you could use a megaphone to do morale damage (after some requirements are met??) -- the old "we have you surrounded, come out with your hands up, you have no chance!" etc.
The idea actually has surfaced a few times, but the technicalities are pretty difficult here - basically we can't make it a directional "cone" attack, and I don't know how to make your own people immune to this effect... Not to mention it should only work on enemies who have the concept of language or at least really hate loud megaphone noises.