I suppose it would all depend upon what affects what when it oomes to Geoscape performance (in genera) of an aircraft object that has different components from another.
Games like this I prefer to play single player, just due to the amount of attention you have to give to it and component or tactical experimentation involved.
Still, I would imagine that an update to an interception screen wouldn't have to look very different from the original to introduce these kinds of things. I mean, the core things I'd think would need addressed are:Engines
- From speeds and direction changes in Geoscape to maneuvering and/or attack options when within the Intercept screen portion. With the first part this would include things like the pilot AI of your ships attempting to intuit where its target will wind up and meet it there the quickest way it thinks it can (or conserves fuel to do it rather than necessarily chasing the craft down). Engines to me aren't just about speed and manuverability but also about fuel consumption.Weapons
- From power usage (both in recharge for energy weapons and for actual damage dealt) to ranges to targets.
These two in my mind would be the very streamlined basics to having a component design aspect to ship customization. Anything else can be an outgrowth of that principle - whether it is an actual enhancement to Geoscape and/or Intercept performance, or new tactical options for intacting with crash, terror, or abduction points of interest that show up on the map.
(Geoscape) Examples might include:Computer Components
- A generic term for anything that's not an engine or weapon though I suppose it could supplement or enhance those major parts. Radar cabability I also include within this as well as anything that might act as a countermeasure. Also anything else computer related that deals with hardpoint identification for within the View UFO view I'd stick in this category. So there could be subcategories of computer components to place, but I just lumped these here together for simplicity.Storage
- Anything ranging from bomb or missile storage (I include bombs here as an afterthought to the idea above about possibly interacting with crash sites and the like from the Geoscape view - i.e. dealing with it from a distance) hardpoints (figuring different hulls here would have different hardpoints not just for weapons, but non weapon/engine component space as well), to fuel and (non energy) ammo capacity.
-- Other Storage Ideas
- Alien containment module - good if you want to bring aliens back alive for study from a ground mission.
- Troop module - for a reinforcement option during the middle of a ground battle (and if said ship with it was positioned over the site at the time you already had people down on the ground)
- HWP module - additional HWP support, basically same as the troop module but with HWPs. Deployment for both could be done by parachute, units equipped with advanced hover ability that way, or by landing of the ship then dusting off after they're all out or even drop lines from a much lower altitude. If it was the troop module or HWP module, early evacutions of critical soldiers and tanks could happen as well. Supplmental to both forms of module might be ammo for whatever your men and tanks are equipped with if not a completely different module type.
For most of these component ideas though, I'm going with the assumption that these things could suppliment what transports do already, but also that there would be different ship hulls to choose from.
Now to me, part of whatever made component wrangling fun was not just the variety of components and how that translated to actions you took, but also in the variety of ship hulls. Because the games I've liked in this genre have usually been about variety and customization, with some doing fair to ok in the actions-you-take area.
If it does not translate to a variety in gameplay or replayability, I'm not convinced it would be a good thing. After all, we already have this in the form of outfitting our troops and building bases so I'm not sure how far I'd take this unless I was sure it'd have some tactical differences between them.
There's some other great ideas extending to HWP components and designing them as well. My favorite ideas for craft components though is the ability to reinforce or evacuate during the middle of a battle. I think to do those things in the first place ought to mean that you have the technical capability to do it within the game, so I have no problem with the notion of including that to mean a component management system of some sort.
I forgot to mention in this too, that if there was an option to automatically generate a battle outcome, this should also I think be influenced by what's equipped with what, plus whatever could do what based on that.
Edited by Snakeman, 14 June 2006 - 12:12 PM.