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XCOMUFO & Xenocide

Battles


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these may be inposible to implement so if you cant im not botherd

i aint red anyof the other posts yet so forgive me if its alerdy up

 

when in an interception battle

1. make it look 3d so you acaly see the ufo doge from side to side and your craft shoot at it with full 3d missiles

2. allow pasific targeting of areas of the Ufo

 

when in the gepsape

1. when the ships are flying around have a small 3d model that aculy filys around

2. smoke trails

3. when a ufo is downed you should b able to see the ufo falling toward the ground in a ploom of smoke (smillar to the way plaines crahs land in wempire earth and bf1942)

 

when in a gound battle

1. hight maps are grate so if you are playing in a ground mission the terrain would look kick donkey with height maps

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Hey -

 

As two the first two idea, they have been thrown around. Only the first one in any real way, as the second one is too far removed from the game. The geoscape is a command and control asset, not a actual battle simulater. Plus, the scale it is represented in would not allow for such fine detail.

 

For your last point, I think everyone here would agree with you. There is currently a thread, or two, devoted to it.

 

If you take the time to read the forums, I'm sure you'll see what I'm talking about.

 

Welcome to Xenocide!

Gold

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what i was meaning in my geoscarp point

 

is that (as in xcom) insted of having a little dot representing a craft you have a spirte or model that shows the type of ship and something to show the hight it is at (text above it or maby its size)

 

few extra points i thort

 

1. in the geoscape have a 3d sun and mooon in a back grond that rotate around (not rely inmportant but looks gr8)

2. in ground battles. weather (snow rain sleeat that kind stuf)

3. trees that blow fom side to side

4. right klick scooling on the geoscape world (like in xcom)

5. inf number of bases (or high numbers)

6. gas grenades or launchers or things like that that creat gas clounds that sit on the battle fielsd

7. wind direction (that blows the gas couds around)

8. if your using height maps the ability to modify terrain (diggin trenches. or blasting cr8rs) would be simple to implament the hight map value for the current spot is decrased and the soundound spoit is decreased by (origanl value - x) and then half x, the next spot by (current spot - x) and so on untill x = 0 (aproxamaytly). teh value of x determins the deepness of the trench. and if you want to be fancy have. (curent spot - x + (Rand() % 10)) that would give a more natural feel

9. a ship called "the firestorm" or "firefly) coz that name kicks donkey

 

btw i prefer the interface from your 1st alpha version

Edited by jammers
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the sprite idea has been made by Deimos, i think. I doubt that you in real time would át all be able to see the crafts, and even less see them fall down.
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what i was meaning in my geoscarp point

 

is that (as in xcom) insted of having a little dot representing a craft you have a spirte or model that shows the type of ship and something to show the hight it is at (text above it or maby its size)

Most likely the way we will do it is that the ufo will be represented by a simple universal ufo pic and when the player mouses over the ship, details will pop up in a box next to it, providing info similar to the hyperwave decoder (if the player has a hyperwave decoder).

 

Great Gold is right in that we're not going to try to make a combat simulator. Interestingly, the Gollop Bros. originally planned to have a small flight simulator for the interceptions, but is looked so crappy that they and Microprose decided to scrap it. We certainly won't even make the attempt.

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Guest Jim69
Or, have a small window in the corner or summint, showing a premade video of the UFO or XCOM craft crashing. Wouldn't be hard to do, and would look sweet, I see it in some game about 5 years ago and it worked ( dodgy strat game with aliens from Jupiter that like polluted our air with sulpher so they could breathe )
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Interception window stuff would be post v1.0 but not unlikely.

 

Geoscape stuff, nah, it wouldn't work; be way to cheesy.

 

Battlescape: already there.

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well, i'm running thru all the threads right now. but as you can see, i've only just begun. so i might have a later reply that will scrap this reply anyway.

 

while we're in the process of throwing what we want and don't want to see, i was thinking if we could spice up the visual effects a bit. example, commander fires plasma rifle... short animation sequence of him firing (ala Final Fantasy or CAPCOM fighting game when doing a super special attack)... enemy's hit. Goes down. Just a thought. :idea:

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  • 10 months later...
well i have a question is Xenocide have a chocie of what battle mode you can pick like apocalypse
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At the moment Version 1 will be just turnbased.

 

And since you're new, here is how it works around here:

 

Version 1 is the first 'complete' version of the game and is highly inspired by Xcom 1/Ufo enemy unknown. No really new features (new aliens, game modes, etc.) will be added in version 1.

 

The labs are for proposing new ideas for all the versions after 1. New weapons, interface suggestions, etc. go here.

 

A good rule of thumb is: If it would change the Xcom 1 formula signifigantly, it goes in the labs.

 

The workshops are for the work on Xenocide V1. Writing the story, making the 3d artwork, and coding the game.

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Oh i see well then i guess I'll have to find some way to help even though i am only 14 but i have played 3 of the X-com games but sadly no of them work on my computer anymore
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I'm only sixteen. :)

 

Anyway, if you're having trouble with getting the games to work, check out our tech support forums. They're very good.

 

Back on topic:

I think that we should have some sort close air support, like little remote controled choppers or something. :)

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