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XCOMUFO & Xenocide

After Cydonia


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What happens after Cydonia? Will TFTD get remade or what? Honestly I don't think a huge technologically advanced empire of aliens would give-up just like that. They'd probably get :cussing: pissed and come back with some anti-matter bombs and such and :wave: earth. :devillaugh: :boohoo:
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I wouldn't mind the underwater stuff, but having never played TFTD, I think I'd rather see it incorporated in the form of map setting changes in a larger setting game that doesn't just mean underwater fighting. A game with a little bit of this, a little bit of that so to speak with refrence to the progressing plot stuff, yet an otherwise free roaming battle plan on the player's part as discoveries reveal things too (destination options, new worlds etc. and a dynamic geoscape to represent them for whichever setting you'd "jump" to).
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There were some plans to add in tftd elements while the player is fighting off the classic aliens. A war on two fronts.

I don't know what happened to those ideas though. My attendance has been sporadic for months now on account of school and college seeking.
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My oppinion, is that you can select if you want fight underwater aliens as well, in the "extended" mode.

After v 1.0, have TFTD stuff made, while you are fighting normal ufos. HOWEVER, untill you destroy Cydonia, they won't grow stronger, and you cannot assault their main base underwater. Maybe a diffrent setning called "USO activity"? If low, the USO craft will;

-never make bases
-researve unittypes untill later
-never make objective targets (or very few)
-use reletively low tech equiptment

If medium, they will make bases, maybe 1 more unit type, a bit higher tech weapons. And more USOs of course.

On high, they don't get any of the barriers. You can even end the TFTD mode before assaulting mars.

Thereafter;

-X-corps soldiers can fight above as well as below water, no 2 diffrent classes.
-X-corps soldiers get 2 ranks.
-Sea Tech weapons cannot be used on dry land.
-Laser and Plasma cannot be used under water.
-Flying suits won't make you "fly" under water.
-Anti Grav suits won't make you fly over water.
-Personal Armor won't be usable under water, but a sea varient of it can be made.

etc. etc. etc.

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you might even make a seperate "Space" section, together with Land and Water! Edited by mikker
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PLEASE... Allow any and all suits that "fly" be available to fly underwater...
It's SO completely ridiculous... It's FAR easier to make something "fly" underwater, where it's actually HARD to make a suit that makes it possible to walk... much simpler to let it float and add tiny propellers for propulsion... or water jets...

And PLEASE no grenades underwater... you can drop all the explosives you want (and they'll have more effect on pressurised equipment/organisms), but you *can't* throw them...
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Good point. I think there's reason to streamline to some extent some of your explosive options/techs/how their used. If used on dry land, you can throw grenades, high explosives etc., but underwater I can see it being a challenge (since you can't throw obviously) to set all explosives with timers, then make sure you have enough to get out of the blast radius but otherwise perform the same (explosive power minus those that make fire). So basically still usable there, just have to be planted not thrown with those if out in the open water scape. If you get access to a base that isn't flooded with water, then yea, get the throwing option back (and fire too wee!).

Maybe you wouldn't have to introduce too many more explosive ordinace that travels fast underwater (one, maybe two late stage play) giving you more life with the made/salvaged stuff on land transferrable undersea. Blaster launchers I could certainly see being useless underwater, or at the very least, they travel ultra slow propulsion wise (or ordinace revamped i.e. propellers or something attached which in turn can make you carry even less of them to have to make what you have count).

Essentially I believe you could keep most of the original weapons, the ones that could fire underwater ok, but then suffer from peformance issues until you could reoutfit its ordinance to adapt. In some cases I feel its either an ordinance revamp and/or a weapon one, but might not have to be both. Might cut down the art assets to be made anyway. Probably be easier on the artists to come up with a new bullet look and add that than add both weapon and ammo for every single adaptation (if any).

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Anyhoo, I like the intermingling of the setting environs to play in. Some introduced by plot progression, others could be discovered (maybe you find an orbiting alien outpost or something...why have bases tied to land/sea only?). Also I love the idea that we could fight it out a little longer on Mars. I want to see other worldly settings, and maybe develop bases on the ones that sound feasible to do so (introducing supply missions of your own to keep them runnning). I also wouldn't mind it if the game was open ended to some extent, where following the plot isn't mandatory to finish it (and even if you did the big brain guy mission, it didn't end your adventures - think games like Privateer for example), yet could be to get tech advances mainly.

edit: With the above, I've been pondering a lot how we could tie up our fleets in different ways, you know, "a reason to build such n' such" beyond the norm, so I like the supply mission idea between your bases. It wouldn't have to work like Privateer (flying as pilot obviously) but as far as the game going on past the plot stuff where finishing it didn't end your progress, yet new skirmishes and whatnot could still generate. I feel all you need is a good reason plot wise beyond one single brain guy running things to justify renewed alien presences of different kinds. Alliances, your standing with them (the thing that generates "new wars" beyond the old main ones), territory control, increased economic factors (in the beginning when tied just to earth it could work as before marketwise, but on other worlds, you'd have to develop economy there to be more self sustaining over time) etc.

Besides which, it might be a good excuse to hold onto whatever work's already gone into new tech that was discarded because it didn't fit with the starting game's time frame. If time can continue onward within the game past the plot stuff, all that stuff can come out much more gradually (ie. if you played 100 years game time, 150, 300 etc.). What's more, barring medical breakthroughs, your scientists, engineers & soldiers you started with will meet their maker one way or the other, so hording that kickass scientist with 100 skill in Quantum Mechanics, or that soldier with 200+ at everything will eventually croak to make recruitment an ongoing excercise (within reason...50 years or so before they croak of natural causes heh). Edited by Snakeman
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Well, I envision the combat (geoscape and battlescape here) to be the same respectively speaking, with the rest of it progressively becoming rubust, rather than starting out that way. Mostly the rubustness I'm thinking of is the after plot stuff...extended economy beyond earth markets, exploration, continued or brand new conflicts etc. In other words, things could become more wide open, but in the beginning, its the narrow goals that matter...winning the war/saving humanity on our own planet before that could happen.
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