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XCOMUFO & Xenocide

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This may have already been suggested but no harm in voicing ideas so here goes.

 

We all know how in "the other game" your first base was a default base that as we learned wasnt very thought out. My idea for Xenocide is this

 

When a player starts a new game and places their first base and names it, or is building additona bases in their game, they will taken to the build base screen.

 

However

 

Instead of being asked to simply place the access lift, the user can choose from one of 4 types

 

Default(basic needs, not well thought out)

Default with goodies(basically the default with additions, additional living,stores,lab, etc)

Advanced basic(well planned but only the basics)

ALL the toys(well planned with the extras, added storage, living, labs,etc)

 

You could also throw in the possibility of the player making their own configurations and saving them as a custom base

 

That way when I want to put a listening post at the north pole....i dont have to build every module, I could just plunk down my custom template and move on.

 

Make sure when the user selects it that it shows the cost and what they're bottom line will be for building it.

 

the screen would have maybe 6-8 small tiles on the left half of the screen showing the options and the right half will show the larger version of selected option along with the cost info at the top/bottom right and maybe a short description "This configuration allows for additional personnel...or..."This config allows for better defense should the aliens attack your base."

 

Whaddaya think?

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  • 2 weeks later...

I like the idea of custom bases myself. If we also had the addition of differently shaped corridors as structure objects to place, with perhaps some auxilary lift/stair/ramp objects thrown into the mix to create levels (or create access points on a predefined leveled setup for a base), you could make base layouts a little more dynamic.

 

I also think it'd help to have more than one type of size capacity/look to almost every structure (or being able to mod in such characteristics), but that won't help you at startup if some of them needed researched first.

 

I still think however that it won't mean much if AI path finding isn't fleshed out to take advantage of your designs. I was thinking perhaps tie in some kind of mood or action toward an AI unit who confronts a door or other access point in a corridor to sort of help it move around the base. Maybe if its not close to one and its armed appropriately, it could tunnel or blast its own access point as well.

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Things I think that base needs:

  • Programmable templates - When you've made yourself a base, you have the option of saving its design as a template. You can use this template when you build yourself a new post.
  • Perhaps differently sized modules. Perhaps living quarters in 50, 100, even 200 chaps in a module.
  • Corridor pieces - great fun. Set up routes and traps, to make the base easily defensible.
  • Larger base plots.
  • er,
  • that's it.

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Sorry to be the voice of evil here :) ... the idea that the design werent good was definitely that your main base (something I doubt anyone could afford to lose) would be challenging to defend against an alien intrusion. Always remember there is a direct relationship between unchallenging environment and boredom, we are not in the business of make things as they should, we are in the business of providing fun to the person who plays ;).

 

Greetings

Red Knight

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True. However, we are as well here to provide fun for those who want to play around because the standard X-COM bases bore them since they don't provide any tactical options whatsoever. So the most flexible way of doing this is to allow the player to choose the layout of not only second or later bases, but as well the primal base layout. I don't see a severe interference with gameplay here, and it increases realism and micromanagement-fun. :)

 

Edit: Nevertheless, and I think I should point out this although we are definetly in the labs, corridors, and maybe even custom made bases are definetly post v1.

Edited by Mad
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True. However, we are as well here to provide fun for those who want to play around because the standard X-COM bases bore them since they don't provide any tactical options whatsoever. So the most flexible way of doing this is to allow the player to choose the layout of not only second or later bases, but as well the primal base layout. I don't see a severe interference with gameplay here, and it increases realism and micromanagement-fun. :)

 

Edit: Nevertheless, and I think I should point out this although we are definetly in the labs, corridors, and maybe even custom made bases are definetly post v1.

 

I agree that this is post v1. I dont think it would interfere with gameplay very much. If you want to start with an advanced base...thats fine, just remind them their income will be docked for cost.

 

We also have to keep something else in mind. The hope (at least I believe..) is to not only bring X-com fans a shiny improved version of the original...but to bring it to the public as well. Many of which have never played X-com. So giving new players options and different ways in which to play the game should be very important. We've all ripped thru the originals several times over so we've all learned...the newbies wont have a clue. We dont want them to get TOO frustrated and stop playing.

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I agree that this is post v1. I dont think it would interfere with gameplay very much. If you want to start with an advanced base...thats fine, just remind them their income will be docked for cost.

 

I don't think it has to be that way at all. If your talking about a base that's just being started, all that has to go in is the very first structure (if brand new) with the rest designated as under construction throughout your design template with the appropriate wait time shown. The rearranged first base doesn't have to be that way either in terms of cost since the rearrangement is about the default structure placement, not anything new you would have wanted.

 

Personally I never liked that the game chose the first layout for you in the original (not suggesting it shouldn't be a design choice, just not the only one). It should be about picking a beginning design before that first tick/turn.

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