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XCOMUFO & Xenocide

Custom Base Modules


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I had an idea for base building... instead of gaining access to new modules through research, you gain new module design options....

 

for example, researching Tech "Alien Habitat" will allow you another design option within a module design screen. Under the design screen you can take a blank module and add stuff to it. In this case, alien jail cells.

Say you wanted all your modules to be equipped with security cameras... voila! design them that way... though theyll be more expensive.

 

Each item you add to a module makes it more expensive/takes up more space. You could add automated defenses(when you research the appropriate tech).

 

Interesting mixes would be like an improved airlock... more expensive, but it comes equipped with laser turrets that shoot at incoming aliens. or the same for hangers.

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This is a nice idea, but it will not make it into v1, so I'll move this to the lab.

I like it though, maybe some more options could be thought of? (just camera's and defensive guns aren't that much options, eh? ;) )

 

...Maybe some sort of blast doors, you can close them in case of an alien attack and it might hold them off for a few turns?

Motion scanners in every room? :)

 

Making your own floorplans from the ground up might be overdoing it a bit though :)

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I cant see the normal base modules being custom, youd end up with something like theme hospital :)

Theme-XCOm base anyone :D

 

But maybe you could have customisable defence stations. that way when they attack you would have the defence stations you planned to help you defend, you could have turrets, sensors, automation or remote control e.t.c.

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  • 3 months later...
  • 2 years later...

OMG a defense HWP or turret would rely go down well when defending against those blasted guys who bring 2 blaster launchers and a cyberdisk/sectopod

 

Weve all been in the situation wher even the easiest foes have brought a blaster launcher to cause havok in your base...

Youre waiting for them to come through that Access lift so you can shoot the crap out of them - 10 fully kitted out heavy plasma guys in Personal armour all kneeling, guns facing the lift....ok...End turn......WHOOSH...WHOOSH...WHOOSH...WTF?.BANG!...they just sent a blaster launcher straight down that corridor and all thts left is the smoking ruins of your Living quarters and one lucky guy survives only to be knocked out by the insane level of smoke

LOL

In conclusion blast doors would be a nice feature to have but the aliens can get through them by walking up to it, but no bullets, grenades or blaster bombs (grr!) c :D an get through

Edited by Ghost5831
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I like all these ideas, but I'd also like a way to experiment with my layouts by going into my baseview as a trial run type of base battlescape without enemies - just to see how things I made lined up using my own troops.

 

A mode like this since it isn't a battle could do away with turns and TUs since your just alone walking around the place.

 

I guess what I mean is a map editor, but in lieu of that, this type of feature would be cool. It would also facilitate where you'd want your garrison troops to spawn at should a real base defense mission come up.

 

A full blown map editing function could evaluate such things in a Skirmish feature such as analyisng how AI pathfinding would work in the kind of custom base maps we make for either side so that we can tweak module or cooridor placement as needed. I think all these modes might actually help the idea of component making for base modules.

 

It still hinges on how these things marry themselves to AI pathfinding however, so I think one of the keys is probably to ascribe additional moods and actions to structures but also to corridors.

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  • 1 month later...

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