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XCOMUFO & Xenocide

New Research And Manufacturing Projects


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Here's some ideas to expand upon the research options of the player. It's always nice to be able to choose many stuff to research. Different options to finish the game and all.

I explain how the whole research tree could be like for each option with all relevant and required stuff.

 

* : Technology to be researched

' : Technologies Required

~ : Manufactured Product

^ : Manufactured Proguct required

(...) : Other bonuses this technology will give

<- : All these are needed to create/research the concept to the left.

# : Base Facility

 

 

Androids

---

 

*Android Concept <- 'Alien Alloys + 'Cyberdisk Autopsy

*Android Power Source <- 'Xenium122 + 'Android Concept

*Android AI <- 'Android Concept

*Advanced Android AI <- 'Andoid AI + 'Ufo Navigation (Androids have 7 more Action Points and experience gain at 50%)

*Elite Android AI <- 'Advanced Android AI (Androids have +12 Action points and experience gain at 75%)

*Android Autorepair <- 'Ufo Construction + 'Android Concept (All Androids have +25 Hit Points and "healing time" of androids is reduced)

~Android MKI 'Terminator' <- 'Android AI + 'Android Power Source

~Android MKII 'Peacemaker' <- 'Android MKI + 'Power Armor (Much better armor)

~Android MKIII 'Deathdroid' <- 'Android Autorepair + ^Android MKII (Regeneration ability)

 

 

Androids are immune to Psionic Attacks and have no morale, high armor, low action points and they experience at 25%.

They can only be manufactured and use much Xenium to work. Only two or less androids can enter a mission. If you are ever left with only androids in a mission you are considered to have lost it.

 

 

Soldier Enhancements

---

*Training Facilities <- No Requirements (You must build at least one Training Facility in a base with a living quarters in order to begin training procedures. Each extra base reduces the time it takes for training)

*Reactive Training <- 'Training Facilities (Soldiers Trained in this have a much smaller reaction time in the alien's turn)

*Markmanship Training <- 'Training Facilities (Soldiers trained in this have much better accuracy and range when kneeling or prone in aimed mode )

*Alien Knowledge <- 'Training Facilities + 3 Different Autopsies (Soldiers trained in this have better damage against aliens you have performed autopsies on)

*Harden Training <- 'Training Facilities (Soldier has better morale)

*Cybernetic Enhancements <- 'Muton Autopsy + 'Alien Surgery + 'Training Facilities

~Cyberneric Eye <- 'Cybernetic Enhancements (After you manufacture this item, a soldier can be "trained" with it, as in normal training, and he receives bonus accuracy. This is permanent)

~Cybernetic Arm <- 'Cybernetic Enhancements (Same as the Cyebernetic Eye, only it increases Strength and Throwing)

~Cybernetic Heart <- 'Cybernetic Enhancements (Same as Cybernetic Eye, only it increases Hit Points and Action Points.)

Nanotech Enhancements <- 'Cybernetic Enhancements

*Nanotech Psi Blockers <- 'Nanotech Enhancements (Allows Training Procedure that increases resistance against Psi attacks)

*Nanotech Nerve Stimulators <- 'Nanotech Enhancements (Allows Training Procedure that increases Action Points, Reaction Time and Morale)

 

 

Base Defenses

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*Base Defense Turrets <- None (Allows manufacture of Base Defense Turrets. These are small base Facilities that you place in your base to cover strategic points. Soldiers in Base defense may Man those turrets that provide cover and excellent firepower within their Line of Sight. Creates a nice element in the strategic placement of those turrets. All turrets have unlimited ammo and can be destroyed if enough damage is dealt to them.)

#Machinegun Turret <- 'Base Defense Turrets (Fires only bursts of bullets, it has excellent reaction time)

#Laser Turret <- 'Base Defense Turrets + 'Laser Principles (Fires a very concentrated beam. High Damage, Excellent Range and High Accuracy. No Burst Though)

#Plasma Turret <- 'Base Defense Turrets + 'Plasma Principles (Very concentrated Plasma. Extreme Damage, High Range but medium accuracy.)

*Turret Automated Target Aquisition <- 'Base Defense Turrets (All base defense turret accuracy is increased)

*Advanced Turret Armor <- 'Base Defense Turrets + Allien Alloy (All Turret armor is improved)

*Automated Defense Turrets <- 'Base Defense Turrets + 'Turret Automated Target Aquisition (These are the same as the Base defense turrets, only you don't need to Man them. You control them from the start as extra soldiers.

#Automated Machinegun/Laser/Plasma Turret <- 'Automated Defense Turrets + 'Plasma/'Laser (The same as above)

*Portable Turrets <- 'Base Defense Turrets + 'Xenium122 + 'Alien Alloy (Allows portable turrets that can be deployed at any point in the battlefield and function exactly like the Base Defense Turrets until packed up again. They weight a lot though and need Xenium122 to power up

~Rocket/MachineGun/Gattling Laser/Plasma Portable Turret <- 'Portable Turrets + 'Laser/'Plasma

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There is an extensive thread about the research tree found here. It's part v1, part "let's expand it", but since it's not in the labs it should not be cluttered with things not found in the original game. I've linked it here so you can review it before posting possible duplicate ideas. FYI
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Yeah, I've already read it :)

 

Anyway, how do I convince you to include these research paths into the "Planned Feature" list?

Are Briberies allowed? :beer:

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  • 3 weeks later...

Androids were already used in Apocalypse.

 

"Androids are immune to Psionic Attacks and have no morale, high armor, low action points and they experience at 25%."

 

They had all that, only they gained no experience and I don't even see how a machine possibly could be trained in action.

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Well, if it is an adaptive AI, which can learn from its surroundings and mistakes, then it is quite possible that the Android could learn to become better.

Yes, but we're talking strength, accuracy, bravery, energy and reaction times here not strategical thinking.

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Well, the version list is an attempt to cover the "generic bases" of ideas already presented, it can't be an exhaustive summary without becoming so long people won't look at it either. For example, it has a line about "Additional weapons and equipment, including alien-only, human-only, and hybrid versions. Variations on existing weapons to add variety. Air strikes from air support units." That covers a lot of threads people have made, and there's one that says "Expanded levels of research and equipment that maintains game balance. Modular design of aircraft including engines, weapons, and armor." These 2 lines cover this thread in a generic sense, but admittedly don't give all the details. If someone finds they have some free time and are bored, I will happily integrate links to threads for each entry in the version.html page. So I could link this page to the relative lines, and with others sending me links it could be a bit more interrelated. Or I could put some javascript in there that would give you a popup window listing all the various weapons for example when you click that line. We are working on a more streamlined laboratory forum, so it will be easier for people to find related threads.
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Well, if the Alien AI is going to be so much more intelligent, perhaps the player is going to need something like an android to survive?

Nah. The real solution for a better alien AI is more rookies, more smoke, and more rockets. :D

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These ideas are not presented as a way for the player to buff up, but rather as alternative research routes.

If a player has only the standard Laser/Plasma research trees, then he's bound to research both of them at some time. If he has a choice between Laser, Plasma, Androids, Training, Hybrids, Nanotech etc. then there are many paths to follow to victory.

One player may develop his plasma technology to the fullest and then have some Training research. Another may concentrate on androids etc. It should be impossible to be good at everything, and even if you were, it wouldn't give you that much of an advantage (kind of like the skill trees in Diablo2, You can be good at 3-4 skills, but not at everything, and even if you were, it wouldn't help that much)

 

Androids would only gain 25% exp due to limited intelligence, but it is assumed that they have a complex enough AI to allow them to learn from their mistakes as a human would. Additional research would improve that AI.

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  • 1 month later...
Well, if X-com gets androids don't you think the aliens would be smart enough to make some themselves? The alien androids could be better because the aliens have technologies that the humans don't get for a while. Alien androids would be a neat alien terrorist weapon IMO. But it would be easier just to leave the androids alone and not put them in the game.
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Well, the aliens are already slaves to a higher intelligence. They're cannon fodder themselves. They've also got Cyberdisks as th mechanical counterpart.

Anyway, this is obviously post v1.0 so it is optional. Being "easy" to design has nothing much to do with it.

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  • 5 months later...
give the aliens something too! we need balance here. ALOT of balance.

 

Sure, the aliens need those defensive turrets too... :fang:

 

Gimme a LOT of rocket launcher before I go in there...

(blast doors would be nice though, for both sides)

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Well, if X-com gets androids don't you think the aliens would be smart enough to make some themselves? The alien androids could be better because the aliens have technologies that the humans don't get for a while. Alien androids would be a neat alien terrorist weapon IMO. But it would be easier just to leave the androids alone and not put them in the game.

 

That's what Sectopods stand for!

Then again, HWP really are androids in that sense, just bigger...

I don't think we need more, but being able to customise them would be nice (saqy, for this mission we'll replace this plasma hovertank' weapon mount for a Rocket Launcher...) :LOL:

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