An order to make this idea viable I would look at a transition system,
I wrote a long and detailed answer with a thorough analysis of your suggestions, which took me 5 evenings. Then it was all lost to a browser glitch
I'll be short then. What you suggest is a way to transfer games between UFO and TFTD. The only advantage is that they can stay separate. But it would still require much modification of engine to implement redeeming. It also allows to skip the interim period, where X-COM would have nothing to do and new missions will need to be invented.
The most noticeable new idea is the ability to downsize and later to invite the trained operatives back. Adds some depth.
The easiest way to implement redeeming is through money. Either all objects on a certain list (Avenger, Ellerium...) are automatically sold after the victory, or they are no longer allowed in any missions and the player can do nothing but sell them. Selling bases would be a nice addition.
What I suggested is the single unbroken game, where the victory at Cydonia gives several months of quiet and then Aquatoids start appearing much earlier than 2040s. Some balance-breaking objects would be taken away (in line with the game lore), but X-COM still has the chance to retain much of its resources, if the player acts correctly.
'What should this give you in TFTD?' and 'When do you get it?' In a story sense, UFO stuff cannot actually be directly used in TFTD, and funding status isn't going to directly change over.
Yes, it can, if the pause is short enough. Funding will remain several months after the victory — global international organizations tend to be slow, especially if every representative needs to inform his superiors they need to change their budgets again
After that funding has to be reduced somehow. I suggest a lot of cheap quickly-expiring missions, that would not drive X-COM to disbanding, but will keep the score negative. Or if the engine allows — just reduce the funding by 90% after the victory or 3 months after the victory. Or to 0 at victory and then increase it according to the month's score (but that would look to much like a game glitch)
TFTD was more difficult by design but we'd still need to jump start alien aggression, probably by having extra active alien missions at the start. Aliens should be more busy in the first months to match X-COM starting off with extra resources, for obvious balance reasons.
Maybe. I'm thinking about high number of missions and their high variability. Don't forget that X-COM would have to rearm itself for the new environment and that would require a lot of money.
Funding:
All countries are the same, but their control zones from the start include pieces of oceans. The funding was reduced after the victory, but something remains.
Bases and Base Facilities:
I see no justification for floating bases. Hyperwave decoders should still work fine. (Unless the official lore says why they can't. Does it?) If not, radars would still detect USOs above water, and a single sonar wouldn't see far underwater — they'd need a network of buoys, the control centre of which may just as well be far inland. Still, there should be a range limit for the network and some inconveniently located bases would have to be relocated. This is where selling facilities or bases would be handy.
Scientists, Engineers, Skyrangers, Intercepters, etc are all rentals.
You get them by paying a monthly wage/price in advance, and you get nothing for letting them go. That simple. The only question is how to add subs to the list. Right after Cydonia would be ugly. Triggered by a mission against Aquatoids or Gillmen?
Craft and HWPs:
Same as anything else in the stores. Some stuff is requisitioned by the Council after the victory, the rest remains. Let's also follow the official lore that alien alloys and ellerium slowly dissolve in seawater. There'd be limitations on what can go to underwater missions, but the rest will be usable.
Redeemable Cores:
Useful idea, but not here. But it gave me another idea. If all ellerium was requisitioned for expeditions to Mars, but X-COM is tasked with recovering old UFO wrecks, there may be a loophole that it can extract ellerium from any found weapons. It contradicts the short stories, though.
Soldiers: Prior soldiers would be rehire-able
Good idea. Downsize the bases, then rehire the veterans next year. Some may refuse to return. I doubt the engine can do that, can it?
E-115 would be redeemable at a 4 to 1 ratio once zyrbite research is complete.
If the interplanetary search for ellerium yields something quickly enough, ellerium would become purchasable. Guess, it has to be expensive for balance reasons.
There are many approaches of how to merge the two together:
- from the simplest of just starting TFTD new game automatically after win at cydonia (which is nothing else than saving the user two or three clicks to do it manually)
- to a complete engine rewrite (and potentially completely new artwork)
First the idea needs to be formulated, then reviewed for feasibility, then compromises will inevitably be made... and then a lot of time will be required for both coding and modding.
In my humble opinion a "complete" merge is too much effort for little to no gain.
Personally, I didn't like the starting premise of TFTD. So, let's not give X-COM a chance to stagnate.
What I'm talking about is a standard UFO playthrough with additions:
- Cydonia or Bust doesn't end the game.
- All of TFTD content is moved to the mod. (Or is it easier the other way around?)
I see several variants requiring from no to significant modifications of the engine. I tried to compile the list of questions about the engine capabilities:
- Which would be easier: implementing UFO as a mod for TFTD or TFTD as a mod for UFO? (I assume no difference and pick the latter.)
- Can UFO-based mod use TFTD sprites? Artwork? Maps? Paths? Rulesets? If no, to what extent can their extraction be automated? (I've seen scripts that came with UFO:TTS, but didn't study them.)
- UFOs that crash in the sea disappear. USOs remain, both in water and on dry land. What is the difference? (I assume it can be set on the mod level.) Will it require remaking the whole globe?
- Can a craft sent to Cydonia disappear for a few days? (I assume no.)
- A mission can be unlocked by timer from the start, by research or by winning another mission. Can a mission be unlocked by timer started by another mission? Like Aquatoids start to attack 6 months after Cydonia. (I assume no.)
- Can a mission trigger a change in funding? (I assume no.)
- Can a mission render all Ellerium unusable? (I assume yes.)
- Can all Avengers be forcefully sold after an event? (I assume no.)
- Can an expired mission automatically become another mission? (I assume no.)
- Is there a limit on the number of missions available in Geoscape at the same time? (I assume no.)
- Is it possible to combine water and dry land in the same mission? Can water be implemented as smoke?
- Is it possible to upgrade base facilities?
- Is it possible to sell base facilities or the whole base?
- How hard would be implementing rehiring veterans? For example, an operative is downsized, but several months later is invited to join again. He can refuse (the dates when he agrees or refuses are encoded by the hash of his stats).
- Can USOs become invisible for radars (but stay visible for sonars) when they dive?
- Can soldiers have more characteristics on the statistics screen than standard? I know of various damage resistances, but how about 2 sets of parameters for 2 kinds of mind control: psionic and "molecular"?
Here are the variants of the scenario:
- No extra missions. Just the proof that all relevant TFTD content can be put into a mod, with essential adjustments. No engine modifications required. Victory at Cydonia unlocks all TFTD gear and aquatoids start attacking next month.
When I started this thread, I hoped somebody had already done it What needs to be there?- Zones of control over seas.
- All TFTD units.
- All TFTD items.
- All TFTD X-COM craft.
- All TFTD ports and islands.
- All TFTD alien missions, with necessary changes to retaliation (see below).
- X-COM builds bases on dry land only.
- Sonars and transmission receiver are replaced with radars and hyperwave decoder.
- Psionics instead of MC.
- All weapons work in both environments, unless TFTD says otherwise. For simplicity.
Anything else?
- Same as above with drowned UFO recovery. Required extra engine features: none. Desired extra engine features:
- Missions unlocked by timer and events.
- Expiring missions create new missions.
Changes:
- The craft to recover drowned wrecks is available from the start, but it's something more mundane than flying subs, like tilt-rotor hydroplane.
- Underwater suits and harpoon guns are also available — operatives are armed just in case.
- They may instead/additionally have more realistic modern underwater weapons.
- Fresh drowned UFOs may have survivors. Old drowned UFOs may have TFTD terror units. Or just the latter, if feature isn't available.
- Have to decide if lasers are waterproof. If no, there may be an extra weapon line.
- Gauss weapons are unlocked by plasma research.
- Plasma weapons are not waterproof. If found in the wreck, they won't work, but may be intact afterwards.
- Skyranger, Lightning and Avenger can't be sent to an underwater mission.
- Flying subs can be researched at some point. Should they be unlocked by Lightning? Or Lighning + Cydonia? Or Lightning + underwater enemy? They are still purchasable, not manufactured. (Can they be both?)
- Tanks and hovertanks are not allowed to underwater missions.
- Earth diving suits have a depth limit. Coelacanths start as an unarmed drone for deep underwater work.
- Armed coelacanth research is unlocked by an underwater enemy.
- After the victory at Cydonia X-COM starts getting missions to recover UFOs downed by other forces.
- There can also be missions to recover UFO wrecks on dry land.
- Underwater wrecks now may have small numbers of armed TFTD aliens in them.
- Dry wrecks may have surviving Reapers, Floaters, Snakemen, Mutons, Silacoids, Celatids. Or hostile armed humans.
- 12 months after Cydonia TFTD aliens start attacking. If this is impossible, they start attacking after X-COM does all existing kinds of recovery missions, and the mod needs enough kinds to last a year.
- Council searches for ellerium. They even find it, but too late to make a difference. This can be implemented before the previous item. Or together.
Required extra engine features: none. Desired extra engine features: - Missions unlocked by timer and events.
- Confiscating items after an event.
Changes: - After Cydonia all ellerium and ellerium-powered craft is requisitioned by Council. X-COM is still allowed to use in any way any ellerium it recovers later. Also use the existing mod to extract ellerium from weapons.
- If confiscation is impossible, X-COM is prohibited to use Ellerium, weapons and craft and can only sell them. This order will be cancelled after research of TFTD "Alien Origins". Or another proof how grave the situation is.
- 2 years after Cydonia Ellerium becomes purchasable. Or in 2005. Or when?
- Balancing. Primarily, relieving X-COM of its riches before TFTD part starts. To up the challenge. Again, can be implemented before the previous 2 items.
Required extra engine features: none. Desired extra engine features: - Missions unlocked by timer and events.
- Changing funding after an event, possibly by timer too.
- Re-hiring downsized operatives.
Changes:- After Cydonia Council informs you, that since the threat is gone, much of your income is gone too. This can happen next month, or it can be stretched over a few months.
- If it is impossible, there can be a workaround. A series of missions called "Alien Sighted" that allow to capture a single Deep One or someone equally useless. The score is small, but the missions expire quickly and there are too many to reach every site even with 64 Skyrangers. This results in negative score and decrease in funding. The trick is keeping the score sufficiently high to avoid game over, while not allowing it to become positive.
- Everything else. All the work that can reasonably be expected when switching from infantry to underwater operations. Upgrading radars to sonars. Moving bases closer to the shore. Discovering that people without psionic skills can still be useful with an MC implant. Combined air-water missions. Reimplementing UFO inventions with zrbite instead of ellerium: air-flying magnetic armour, air-flying torpedos... But it's too early for that yet.