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What?! I Downed That Ship!


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#51 Guest_Jim69_*

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Posted 27 August 2003 - 02:56 PM

Go here for topic on more interceptors/convoy ideas.

#52 Cpl. Facehugger

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Posted 27 August 2003 - 03:07 PM

Personally, I think that we should have a "classic xcom" mode where the game mechanics are like the well, classic game. Then, we can implement all these radical changes like making interceptors weak and such.

Alien escort ships have indeed been discussed, but I feel that the skyranger should be able to defend itself! I mean, it is far too slow to do interceptions, but it should have defense turrets or something! Like WWII bombers.
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#53 Fimbul

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Posted 27 August 2003 - 03:15 PM

I thougt the V1 is a classic version with little changes and we are here in the Laboratory to discuss new ideas for later versions and mods?

Is nobody interesting at my ideas or are they so old and nothing new? :crying:

*sigh*

#54 Cpl. Facehugger

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Posted 27 August 2003 - 03:20 PM

Yes, you are correct about the v1, but once we add all these nifty features, we should include an classic mode for all those that want to play original xenocide.

You are also right about the purpose of the labs, I apologize, sometimes I get carried away.

Lastly, many of your ideas have been discussed previously, but they still are good ideas! Also, your idea of having a terror ship's escorts help demolish a town is intresting, but would the escorts actually be on the battlescape?
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#55 Fimbul

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Posted 27 August 2003 - 04:20 PM

good Question.

If escorts are standard they don't have to be at the battlescape.

But if they are a reaction because they lost alot of their weaker ships they have to be at the battlescape. Everytime next to the main ship but clear to see.

I don't know how strong they are, maybe smal scouts with stronger weapons or only drones.


About classic version
I an other thread i write it also, maybe(i used it alot ;) ) when you start a new game you can choose alot of options, difficulty, strong ore weak interceptors, alien base defense and alot more. Every singel add or mod could be taken or not, from classic version to freaky horror game! :devillaugh:

#56 Fimbul

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Posted 28 August 2003 - 01:05 AM

Uh.. Ah...

unfortunatly i think i have missunderstand you :wacko:

Sorry what is meaning with battlescape? Groundbattle realy, or not, I played for years the german version :beer:

I thought you mean the geoscape :hammer:

So my idea was that you couldn't land in the terrorized city if still the alien escort is in the air.

-If escorts are standard they don't have to be at the battlescape.
-
-But if they are a reaction because they lost alot of their weaker ships they have to be at the
-battlescape. Everytime next to the main ship but clear to see.

So i mean geoscape, not battlescape :master:

I think they arn't standard, more a reaction if you take down too much of important middle ships or the first big ones without problems. Also depending of the difficulty -_-

Uhmpf... i have to go with my ideas in another thread, the one about ships and convois. Sorry guys

#57 Guest_Jim69_*

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Posted 28 August 2003 - 05:59 AM

Ah, a mod will move it eventually, just post ne new idea's there. I like the not being able 2 land at T-site if the escort is in the air, it would mean it really would be a scramble 2 get the craft there ASAP as u'd need 2 allow 4 time 2 take the escort down as well. Maybe it should be the same 4 crash sites, if u leve the battleships on the ground w/ commanders in it 4 too long then a ship will come and hold the area, another battleship will land a little l8r and pick up the commander and leave :o

#58 sir_schwick

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Posted 29 November 2004 - 01:58 PM

Aliens do not want you scavanging their equipment and personell. They will handle different situations in different ways.

Scout Craft
Scouts have useful information and personell who have done recon. Losing the ship itself is not a big deal, but recovery of that equipment is useful. A Large Scout will come and land. Its crew are 2 Pilots/2 Medics/4 Soldiers/5 Engineers. The Engineers help direct recovery of equipment and demolition or fast repair if its possible. The Medcs heal any wounded aliens. Soldiers make sure the area is secure. After dismantling the reactor and computers and having crashees and medics move the stuff, the Engineers will set explosives. 1 to 10 explosives will have to be set to demolish a UFO. Once the blast area is clear the Engineers detonate and then leave. This operation will take one hour on the geoscape and how far they have progressed on battlescape will depend on what portion of that hour is up.

Terror Ships/Abductors/Supply Ships
These are juicy targets for X-COM and aliens will remember that. Expect a couple demolition crews in Large Scouts, a couple Large Scouts for transport, and at least one battleship with Soldiers, probably Mutons. The Battleship will land first to secure the area and then the large scouts will come down to start recovery. Based on damage and supplies laying around, the operation usually takes two to six hours. The proportion of the operation done in battlescape is that portion of how long they have been on the ground. Once demolition is complete, the Large Scouts leave and then the Battleship loads up and leaves to escourt the transports.

Battleships
Theres a good chance a lot is left alive, but the aliens do not take chances. They will not blow up battleships, but rather try to repair them. Many large UFOs will maintain escourt around the area and at least three battelships will land to provide troop cover. Based on damage, this operation could take many days, although if you destroy the interceptors you still must fight the equivalent of three to four battleships with Mutons, Ehtereals, Sectopods. If you win you get some shiny new battleships and enough equipment for all of Delta Force.

Downed Recovery Teams
Aliens do not take kindly to downed recovery teams. Expect a response one level above what the recovery team was doing. Killing off a battleships recovery will invite a huge amount of retaliation, even to publicly known levels.

#59 Snakeman

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Posted 30 November 2004 - 11:37 AM

It sounds intriquing I'll give you that. However I think these "recovery hours" should translate better into battlescape "turns". If these maps were carried out in phases i.e. 1 phase recovery for both sides lasting let's say 20-25 turns or more on the Easy difficulty before a new phase started.

In that time whichever side is dominant (taking into account any flyover craft protecting the LZ), determines whether more craft land by the opposition/reinforce you OR the aliens on the ground begin sabotaging their crash landed ship (in whichever way you want it...blowing the whole thing up, or just key systems like powersources). So for instance, this gives you that many turns to recover and bug out or more things take away from it the longer you stay for each subsequent phase. One example could be enemy strafing runs if they thought it too hot to land randomly blowing up the battlefield.

Edited by Snakeman, 30 November 2004 - 11:39 AM.


#60 sir_schwick

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Posted 30 November 2004 - 11:48 AM

I would like to think that actual activities had to be accomplished before either side won instead of an arbitrary time limit. The alien engineers would have to set all the explosives and you would have a chance to disable them. This would also make bringing along non-soldiers on missions important.

The proportional scale means that if it would take 50 turns to rig and blow up a Small Scout and that translated to an hour on geoscape(not accurate scale I realize), then if you land 30 minutes in the operation, they are on turn 25 of activities. THat probably means they are still moving equipment out of the craft.

That also means when you land the aliens will send some soldiers to investigate, so sneaking around would be helpful.

#61 Snakeman

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Posted 30 November 2004 - 12:28 PM

I see what you mean now on the hours. Sometimes we don't scramble right away to crash sites, and they only last half a day tops before the site disappears.

In a way I do see another appeal to this. In one respect one could cut down on the number of individual alien sorties to Earth and just make crash sites stay around a while longer, perhaps 24 or 48 game hours, and just stack on recovery crews to that site by difficulty level. Also on higher game settings, you could gradually add more individual sorties. With crash sites sticking around longer you also start to strategize about how long other deployments last. Diciding whether or not to give that LZ flyover (see strafing) protection for your troops or reserving them for other incursions.