Author Topic: A mission idea  (Read 30387 times)

Offline Solarius Scorch

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Re: A mission idea from news
« Reply #45 on: November 02, 2017, 11:33:39 am »
Speaking of scientific theories, has anybody mentioned (about Cyberweb arc) that lone red dwarfs don't normally go nova? If their universe is old enough, and the dwarf is big enough, it may expand to a red giant, but that isn't a nova according to Wikipedia.

Did I really write of a red dwarf that goes nova? Damn, I must've changed the concept mid-sentence or something. Because indeed it's nonsense.

Offline khade

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Re: A mission idea from news
« Reply #46 on: November 02, 2017, 10:31:46 pm »
Just add a reference to some sort of 'red matter' and you'll be fine.   ;D

Offline Solarius Scorch

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Re: A mission idea from news
« Reply #47 on: November 02, 2017, 11:32:51 pm »
Just add a reference to some sort of 'red matter' and you'll be fine.   ;D

Actually I have just changed it to "dying". And then I thought: there is not way in hell a red dwarf would have the time to grow so old in our Universe, because it would take much more than 13 billion years. But instead of rejecting this idea I've decided to actually mention it in the text. Figure out some headcanon. :P

Offline tkzv

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Re: A mission idea from news
« Reply #48 on: November 02, 2017, 11:50:13 pm »
Actually I have just changed it to "dying". And then I thought: there is not way in hell a red dwarf would have the time to grow so old in our Universe, because it would take much more than 13 billion years. But instead of rejecting this idea I've decided to actually mention it in the text. Figure out some headcanon. :P
I vaguely recall that Apocalypse mentioned something being wrong with the alien star. Which forced them to invade. Probably becoming a red giant and engulfing the planet. I searched https://ufopaedia.org, but didn't find it.

And yes, I was going to suggest a much older universe to make that happen :)

Speaking about the alien dimension. How did the X-COM survey team launch a satellite? Does the planet have such a weak gravity? Did they pull something like Firestorm through the gate? Did they have some outside assistance with the survey?

Offline Solarius Scorch

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Re: A mission idea from news
« Reply #49 on: November 02, 2017, 11:59:55 pm »
Speaking about the alien dimension. How did the X-COM survey team launch a satellite? Does the planet have such a weak gravity? Did they pull something like Firestorm through the gate? Did they have some outside assistance with the survey?

They used a rocket.

Yes, they actually dragged a space rocket through the portal. The Council would make it possible quite easily.

Offline tkzv

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Re: A mission idea from news
« Reply #50 on: November 03, 2017, 02:21:32 am »
They used a rocket.

Yes, they actually dragged a space rocket through the portal. The Council would make it possible quite easily.
:) Well, this is 1990s. Repurposing a Topol won't be a problem. As long as the vehicle fits the gate.

Offline tkzv

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Re: A mission idea from news
« Reply #51 on: November 05, 2017, 05:53:39 pm »
It's a fun concept. :) But what if X-Com travels in a helicopter? Or an Avenger? So not really practical, unless you have an idea how to solve it.
we can't check the craft upon arrival. And the mission is determined at the start of month, with location, faction and everything.

If you like the idea of a rare 2-part mission, here's one possible answer. Is it possible to create a map that has no flat areas without forest? The mission description is normal, but the briefing after landing states that the area of interest is inaccessible to ground vehicles and has no flat clear areas to land a helicopter. The player needs to reach the exit grid, clearing any possible obstacles. Of course, some armed obstacles quickly appear. Either that, or the briefing states that the base has posted a lookout, and agents need to reach the exit grid or neutralize the lookout in e.g. 10 turns. If they don't, the base would be abandoned and the lookout would flee. I imagine them something like this:

Zombie infestation description: "A group of aggressive 'Zombies' was spotted in this region. We must secure the area and make sure nothing escapes. Capturing any previously unknown living specimens is also encouraged."
Zombie infestation, mountains, part 1 briefing: "The area infested by zombies has terrain too uneven to drive a car or even land a helicopter. You have to proceed further on foot. Local police reports possible presence of hostile humans in the area, but the information is dubious. To abort the mission return X-Com operatives to the craft and click on the 'Abort Mission' icon."
Zombie infestation, forest or jungle, part 1 briefing: "The area infested by zombies has vegetation too dense to drive a car or even land a helicopter. You have to proceed further on foot. Local police reports possible presence of hostile humans in the area, but the information is dubious. To abort the mission return X-Com operatives to the craft and click on the 'Abort Mission' icon."
Zombie infestation part 2 briefing: "A group of aggressive 'Zombies' was spotted in this region. We must secure the area and make sure nothing escapes. Capturing any previously unknown living specimens is also encouraged. To abort the mission return X-Com operatives to the exit area and click on the 'Abort Mission' icon."

Monster hunt description: "People went missing in the vicinity, some were found butchered - seemingly by some wild animal. With help from the local forces, we have located a possible reason: some unidentified creature. We should identify this threat and put an end to it."
Monster hunt, mountains, gold diggers, part 1 briefing: "The likely area to find the animal of interest has terrain too uneven to drive a car or even land a helicopter. You have to proceed further on foot. Be careful — there may be illegal gold diggers in the area, who may mistake you for competition. To abort the mission return X-Com operatives to the craft and click on the 'Abort Mission' icon."
Monster hunt, forest or jungle, poachers, part 1 briefing: "The likely area to find the animal of interest has vegetation too dense to drive a car or even land a helicopter. You have to proceed further on foot. Be careful — there may be poachers in the area, who will not welcome outsiders. To abort the mission return X-Com operatives to the craft and click on the 'Abort Mission' icon."
Monster hunt part 2 briefing: "People went missing in the vicinity, some were found butchered - seemingly by some wild animal. With help from the local forces, we have located a possible reason: some unidentified creature. We should identify this threat and put an end to it."

The possible enemies for part 1 may include:
  • illegal gold diggers, who may mistake you for competition;
  • illegal gem prospectors, who may mistake you for police;
  • poachers, who may mistake you for rangers;
  • smugglers, who may mistake you for borderguards;
  • escaped convicts, who may want your weapons;
  • armed deserters, who may want your transport;
  • or various combinations of the above.

Cult base description: "We have located a major base of operations of {CULT NAME}. This building is heavily defended by numerous and well-equipped troops. There will be a high-ranking officer present, so take this opportunity to capture and interrogate them."
Cult base, part 1: The {CULT NAME} outpost is strategically placed in an area inaccessible by car and without spots suitable for a helicopter. You need to proceed on foot.
There is a forward observation point that should give an evacuation signal if they fail to stop you. You only have 10 turns to neutralize them, sneak or force you way to the exit grid to the main base. If you take too long, the surviving lookout and the base inhabitants will escape.
Cult base, part 2: "Your agents have reached a major base of operations of {CULT NAME}. This building is heavily defended by numerous and well-equipped troops. There will be a high-ranking officer present, so take this opportunity to capture and interrogate them."
« Last Edit: November 05, 2017, 05:57:21 pm by tkzv »

Offline Solarius Scorch

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Re: A mission idea from news
« Reply #52 on: November 05, 2017, 07:04:21 pm »
If you like the idea of a rare 2-part mission, here's one possible answer. Is it possible to create a map that has no flat areas without forest? The mission description is normal, but the briefing after landing states that the area of interest is inaccessible to ground vehicles and has no flat clear areas to land a helicopter.

Making a new terrain would be possible, but a big pain. Still, I don't think we really need to represent aircraft inaccessibility directly by removing all non-hills, it would be fine to simply make a rule that airborne vehicles cannot land there (or any selection of vehicles really). This is how Stakeout missions work.

I actually like this idea. It would also give some point to a special arrangement I thought of, but couldn't fit it in: paradropping. Such a terrain would be accessible by parachutes, meaning no craft and no escape.

So lots of interesting ideas out there. I will come back to this thread when I'm satisfied with the most pressing parts.

Offline tkzv

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Re: A mission idea from news
« Reply #53 on: November 05, 2017, 11:46:49 pm »
I don't think we really need to represent aircraft inaccessibility directly by removing all non-hills
There can be flat areas completely covered by forest.

I suggested removing open areas to avoid "gameplay and story segregation". When the narration says there are no open areas, yet the player can clearly see them, the game doesn't look good :)

I have also forgotten about swamps. Yet another terrain unfit for transport.

By the way, how is Syndicate CEO removed from Syndicate CEO Arrest missions that happen after the victory?

Offline tkzv

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Re: A mission idea from news
« Reply #54 on: November 16, 2017, 07:08:11 pm »
:) Well, this is 1990s. Repurposing a Topol won't be a problem. As long as the vehicle fits the gate.
Just saw a driving test on a 3-stage ICBM launcher, decided to share. https://www.youtube.com/watch?v=ojhnSrrbu9c
How about some sort of an escort mission, where X-COM clears the path through caves for such a vehicle?
« Last Edit: November 16, 2017, 07:09:59 pm by tkzv »

Offline Solarius Scorch

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Re: A mission idea
« Reply #55 on: November 16, 2017, 07:29:07 pm »
I  dunno, doesn't really sound that exciting. I have a big list of missions to make already.

Offline tkzv

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Re: A mission idea
« Reply #56 on: December 07, 2017, 05:48:03 pm »
Found several old news articles in Russian about tests of subterrenes ("underground boats") in the 20th century. Two claim that in 1964 Soviet nuclear-powered "combat mole" could dig at 7 kilometres per hour and carried a crew of 5 pilots/engineers, 1 ton of weapons and 15 soldiers. It was 3-4 m wide and 35 m long. One article said that it exploded during its second test — after digging a 10 km tunnel under a mountain and encountering an underground civilization. After that all works were stopped and any traces of them eliminated. In 1970s USA tried to create similar subterrenes of their own, patented many required technologies, but no results were revealed. One problem, that was never solved, was navigation — back then there was no way to compute the precise location of a boat.

https://rg.ru/2015/06/04/krot.html — the article that mentions underground aliens, untranslated
https://translate.google.com/translate?sl=ru&tl=en&u=https%3A%2F%2Frg.ru%2F2015%2F06%2F04%2Fkrot.html — Google Translate

Earlier articles that don't mention underground aliens:
https://www.popmech.ru/made-in-russia/5405-ushel-v-pokhod-podzemokhod-gluboko-kopaem/
http://fb.ru/article/209860/atomnaya-podzemnaya-lodka-boevoy-krot-sekretnyie-razrabotki-sssr
https://translate.google.com/translate?sl=ru&tl=en&u=https://www.popmech.ru/made-in-russia/5405-ushel-v-pokhod-podzemokhod-gluboko-kopaem/
https://translate.google.com/translate?hl=&sl=ru&tl=en&u=http%3A%2F%2Ffb.ru%2Farticle%2F209860%2Fatomnaya-podzemnaya-lodka-boevoy-krot-sekretnyie-razrabotki-sssr

Would X-COM need underground transport? Those patents (and prototypes, if any survived) could be a starting point. It will need to be transported by air to the dig site, of course.

P.S. There were 2 more higher-quality pictures of a subterrene as a segmented train. I uploaded them, but they disappeared. For now I'll assume they were deleted by a moderator and won't reupload them.
« Last Edit: December 07, 2017, 07:15:27 pm by tkzv »

Offline Solarius Scorch

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Re: A mission idea
« Reply #57 on: December 07, 2017, 09:47:28 pm »
Interesting. In fact, I've already tackled this in relation to the Shogg arc. However, I do not plan any underground vehicles other than alien vessels, because I simply don't need them for the intended arc. So yes and no. :)


Attached is a map of an underground craft you will be using.
« Last Edit: December 07, 2017, 09:49:18 pm by Solarius Scorch »

Offline tkzv

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Re: A mission idea
« Reply #58 on: July 23, 2018, 12:51:59 am »
Are there any mods that have an abandoned mine map? Or a working mine? I saw a video of an abandoned uranium mine, looks fun: https://www.youtube.com/watch?v=0oBJUQubKYs (Unless it requires drawing the whole new terrain, of course.)

Offline Solarius Scorch

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Re: A mission idea
« Reply #59 on: July 23, 2018, 02:07:23 am »
Are there any mods that have an abandoned mine map? Or a working mine? I saw a video of an abandoned uranium mine, looks fun: https://www.youtube.com/watch?v=0oBJUQubKYs (Unless it requires drawing the whole new terrain, of course.)

No such terrain yet, but you have the caves! Which everyone loves! Right?