GAMEPLAY TIPSSkynet Hunter-Killers (HKs)* Aerial HKs are used for several roles: Fighter, Scout, Interceptor, Bomber and Transport, with a few upgraded version of each:
** Fighters are designed to detect and engage human craft
** Scouts are used to locate human ground targets, including Tech-Comm bases
** Interceptors will both intercept attackers and attempt to locate their launching base for missile counterattacks
** Bombers are used for Interdiction missiles, which can also destroy facilities by aerial bombardment
** Transports are used to launch ground attacks, as well as to supply missions between bases
* Hunter-Killers (HKs) in intercept mode (using their radars) will attack any Tech-Comm craft detected, so be very careful in sending undefended transports on missions
* HKs can also escort other HKs
* HKs are spawned mainly by Skynet bases (each base type spawns different HK missions)
* HKs almost always take off/land from Skynet controlled areas
* Pressing 'T' while on the globe will display a list of detected airborne HKs
Skynet Bases* There are 3 major types of bases: Factories, Workcamps and HK Bases, each with a different role:
** Factories build up to 6 HK Bases, Workcamps, or Supply Convoys
** Workcamps perform missions to eliminate the human population in the region, including Infiltration missions
** HK Bases perform anti-Resistance missions and strike against Tech-Comm bases and craft
* Skynet bases have sensors to detect any resistance craft that enters its radius. Once a hostile is detected, the base will launch HK interceptors against the human craft
** If the interceptors fail to detect your craft, they'll switch to try to find the Tech-Comm base that launched them - if they are successful, your base will suffer a tactical missile bombardment that can destroy facilities, and it will continue marked for further retaliation attacks
* There are at least 2 Skynet bases in your starting region, in addition Skynet also starts with a Factory placed randomly around the world each month.
* The Skynet Core is placed randomly on the world and it will be the location of final mission, once it is implemented
* Skynet has control of certain areas on each region - placing your starting base on those locations will increase your detection chances of HKs & machine bases and reduce flight time, but it will also increase Skynet's chances of detecting your craft and your base!
Tech-Comm* Tech-Comm fighter craft can escort transports by choosing the fighter and clicking the transport as its target
* In addition to Interceptors/Transports, there are now both recon craft and AEW (airborne radar) craft - starting base has been modified with additional hangars and stores.
* Use the recon planes (Viking, Mohawk, etc.) to detect the Skynet bases
* Fuel pods give an extra 50 fuel units to craft - they can give a big boost in range to craft with small internal fuel capability (interceptors), but a smaller boost that already have a larger fuel capacity (transports)
* Pilots and crew have a 75% of surviving a crash - survivors will return to the base after a number of days (check Transfers tab on Basescape to see if they survived)
Resistance Missions/Alerts* There are two types of Resistance missions, which can be identified by their marker color on Geoscape: Sector Sites and Global Sites
* Sector sites (pink) are generated when Skynet launches attacks on resistance targets and they have a time window of 3-5 days to respond
* Global sites (blue) are generated by the resistance and consist on attacks on Skynet facilites to recover intel/tech, or to neutralize missile bases and other targets. Global sites have a time window of 30 days before they disappear, allowing for additional bases to be built if required to reach those sites
TO DO LIST* Add existing terrains to missions - in progress
* Implement new mission types (Destroy, Escape, Extraction, Defend, Recover) - DONE
* Finish Tech-Comm Base terrain & Base Defense mission - DONE
* Finish Base Facilites with appropriate sprites - ?
* Design Skynet bases terrains - progress
* Add NPC Resistance fighters and & civilians to missions - in progress
* Design individualized sprites to Tech-Comm craft - DONE
* Implement Research/Manufacture - in progress
* Redesign Hire/Purchase - in progress
* Add/write Intelpedia articles - in progress
* Design/Implement storyline - in progress
* Add missing items (medi-kit, stun-rod, motion scanner, flares, etc.) - DONE
* Implement other regions than North America - in progress
* Implement several new features from OXCE/OXCE+ - in progress
* Remove any text strings related to the original game - in progress
HELP WANTED * More Terminator unit types
* Tracked/ground HK
* Turrets for landed/crash aerial HKs
* Replace XCom's image backgrounds
* Images for the Intelpedia articles
* Rebalance crafts/ufos/units/items/armors based on combat results
* Images of all sectors for their respective Intelpedia articles (see
https://openxcom.org/forum/index.php/topic,6018.msg93638.html#msg93638)