Is this project still alive? Still interested in suggestions?
When your ship is faster, you don't get attacked.
Maybe only if you patrol/are stationary... but even if I allowed disengage then, the UFO would just attack again one milliseconds later... so no point doing that.
UFOs move before xcom moves in openxcom... they would reengage before xcom makes a first step towards the base.
Can you put disengaging X-COM craft a step or two ahead of the UFO, if X-COM is faster? This way fast craft will be able to run away.
minimize button is not allowed
Is there any way to reload or quit the game?
In air combat simulators there's often an option to try to run away from enemies by flying close to surface, hugging the local topography and hoping the pursuer will fail to dodge. Can there be a button like "run away through the hills" (need a better name
), that randomly destroys one of the combatants (or both)? Taking into account their maximum acceleration and pilots' stats like bravery and reactions.
Summary:
- most likely 1:1
- 1 xcom vs multiple UFO would be doable I guess (not easy)
- multiple xcom vs 1 UFO.... no (unless we somehow will be able to "synch" craft to fly in fixed formation = occupy exactly the same spot on the geoscape)
- multiple xcom vs multiple UFO... nope
If both "1 xcom vs multiple UFO" and "XCOM formation vs 1 UFO" are doable, what will be the obstacle to combine them?
If anyone has a good idea how to save the crew that doesn't involve "free bounty" (e.g. ground mission) and involves at least some penalty (e.g. lost craft and cargo? crew travelling 2 days back to base by public transport? ), I am listening... a combination of "most realistic" and "least rewarding" solution may get implemented.
Can you model explosions and damage like in Battlescape without starting Battlescape? If yes:
1. Model explosions outside the craft. I haven't calculated how the power of UFO cannons compares to Battlescape weapons. If you don't feel like figuring the precise value, make each hit an explosion of Blaster bomb at random points outside the X-COM craft. Not necessarily close to the hull. Those will be wounds inflicted in air.
2. Operatives jump out with parachutes or flying suits. The ones knocked out in step 1 "jump" too. Any items not carried by operatives at launch (either memory or auto-equip) are lost. If memory and auto-equip are both disabled, guess that means everything is lost.
3. Unencumbered operatives land without further injuries. Encumbered ones suffer blunt damage proportional to extra weight, possibly with fatal wounds. Stunned may get extra damage too. If the area is cold water, operatives lose a percentage of HPs.
Wearers of flying suits get no injuries.
4. The results can be displayed similarly to the missile defence shooting during the base assault.
5. UFO makes a pass and bombards the approximate location of operatives with something like Blaster bombs (or Stun bombs). For example, throw operatives randomly on a 4x4 (or 10x10) map. Randomly drop 16 (or 100) bombs.
6. If there is no Battlescape fight, the bombing results appear as text. If the crash landing is going to be followed by Battlescape mission, this may be actual bombs going off before the first turn.
7. Aliens may literally drop some forces to mop-up the area, if the base is crewed by flying creatures or ones able to survive the drop. Cyberdisks, Floaters, Celatids, Ethereals. Maybe Cryssalids and Sectopods. No UFO to capture, no big reward. No mop-up if X-COM fell in water.
8. If the aliens win and some operatives survive, but go MiA, the next retaliation mission will send the battleship to their home base.
9. If X-COM wins or there was no mop-up, travel time to home base depends on the landing region. It may be from 1-2 hours within the base region to a couple of weeks from Antarctica.
Sounds plausible, jet fighters can eject and soldiers (probably) have parachutes under the seat or something.
Yeah, not the best example. Then make it a helicopter. One way or another, I think it should vary between transports.
Helicopters can shoot off their propellers to let the crew jump safely. Some can even shoot off the propeller and deploy a parachute, but that makes it an easier target.
Don't forget QTE elements. They make every game better, right?
https://jollyjack.deviantart.com/art/Quick-Time-Event-89217412 I can imagine a world where the aliens want to actually kill XCOM, not just down their craft. You could think of Hunter-Killers as "search and destroy."
They may want to question the survivors. At the very least, about the target of the next retaliation mission. Hence my suggestion that they can carpet-bomb the crash site with stun bombs.
Two more questions, which I don't remember being mentioned:
1. How many hunters can be there?
- Does the base get a limited number of hunters that can all be destroyed?
- Does the base manufacture a new hunter every N hours?
- If yes, is there a cap on the number of craft on the base?
- Does it receive craft from elsewhere?
- Are they all deployed at once, or only a limited number of them?
2. Do hunters attack ground vehicles, if the mod has them?