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XCOMUFO & Xenocide

Suggested Aliens


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OK guys, I decided to complete a list of alien that was suggested in various threads. I have included: name, author and description. I hope it will help, be funny, useful, or something else.

 

Super Muton (Cpl. Facehugger): "he would be difficult to kill (2 blaster bombs!) , have a melee attack in addition to any guns he is carrying, and would be vlunerable to lasers (like sectopod. He could be a robot or whatever, or just a genetically engineered muton, I don't know) They would be really rare and would only be 2 on a large/v. large ship, they would be highly resistant to plasma, explosives, incindieary, and ap. They should be tall (almost an entire square) and should look built. In addition, they should wear armor.

Lastly, they should be mindless. I'm thinking that they would do everything to finish a mission. For instance, if one was deployed at a terror site, then he would ignore your guys and slaughter civilians unless your guys shot at him. (Kind of like the borg.) Or, if he was in a ufo you shot down, he would do your best to slaughter your guys."

 

Armored Eliminator (Xcen): "it's a little fella with a face like this: o_O

He's about 1 foot tall but floats inside a 7 feet tall black three piece suit with a tie. You can see his pants float behind his feets on the wind as the alien floats toward you... (you don't see his legs or feet since the suit is waaay too long for him, but not too large)

when he reached reasonable ranged, he raises his arm in your direction, kinks his head and terrible light comes out of his eyes and out of where his hands should be, but aren't

the light floods you, burns you, scares you

I also thought that the first mission you get with those guys, you can't even hit them... you have to abandon the mission and research a new technology in order to capture one, study it and find it's weak spot..."

 

Morph (Maverick): "The morph is only seen later in the game, and only on terror missions. It looks just like a human (it will have some kind of distinguishing features though) and acts as much like a human as it can. Basically it would look like a civilian and run towards your soldiers for help, only to reach the first guy and explode... (like a humanoid popper from apoc) It makes you wonder "do I take out that civilian or do I save him?" and would add a little difficulty to the latter part of the game."

 

Psilon (Maverick): "Mutons that have been through battle before but survived have been retrofitted with alien technology (limb replacement, etc) so they are like half muton half robotic... why psilon then? While they were picking around inside the mutons to fix them, they (fuzzy detail) made them immune to psionic attacks. (again, if you can't mind control the muton, he becomes a much more real adversary) They can probably replace mutons toward the later stages of the game."

 

Human Mutation (Darkon): "Humans left behind from battle become hideous mutations due to alien experimentation (or civilians if you dont go to a terror site)

kinda like a human/alien hybrid

which is highly unstable and acts similar to a chrysilis (mutates other humans DNA upon close contact)"

 

Stogel (Darkon): "Splits into 2 separate beings if attacked and not killed (only if damage is actually taken off)

when it splits, its health also splits, leaving each one with half of the originals health

it attacks by hurling itself towards units since it is made of a highly corrosive acid"

 

Cyber Sectoid (chazor): "A grey sectoid robot that is totally invuinerable to bullets and plasma. lasers and heavy explosives are the only way to take out these monsters...."

 

Daddy Death Legs (chazor): "Based on the movie 'Eight Legged Freaks", these guys were the results of experiments with arachnids. They have powerful webbing to prevent movement, but are really weak."

 

Decayon (Judge_Deadd): "Looks: Research UFO Navigation in xcom1 and you'll see that guy.

Special: Wearing Personal Armour

Allowed research (if alive): Alien Alloys, Alien Origins

Allowed Research (if dead): Alien Alloys"

 

Kibros (Judge_Deadd): "Looks: It's a robot which moves like Sectopod. There is a brain in the capsule (this dark blue stuff), it's in a conservation fluid.

Special: uses Magnetic Cannon.

Allowed research (if alive): Magnetic Cannon, Alien Origins

Allowed research (if dead): none"

 

Lirrian (Darkon): "on first glance looks similar to an aracnid but upon further inspection looks alot different, the Lirrian is extremely deady during the night but during the day is not a big threat and will attempt to hide in the shadows.

Lirrians are extremely fast creatures which are sensitive to light so are extremely rarely seen in lit up areas, Shadow Lirrians attack at close proximitry with its target and have extremely sharp fangs which can cut simply through 1 inch of steel, fortunately, Lirrians tend to "play" with there food and attack then hide in the shadows again waiting to attack again.

Lirrians unlike arachnids have 1 large egg within there bodys which they expel when they are near death, this is a simple reflex which it has in order to survive, Lirrians usually flee before laying there egg then return to there target.

Lirrian Egg: Lirrian eggs are extremely soft until they leave the lirrians body, the outer layer of the egg reacts to oxygen within the atmosphere to solidify.

Lirrian Spawn: Lirrian spawn are born with a single egg within them which grow as they grow. It is unknown how Lirrians survive when they only lay one egg to pass on there genetic information".

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"Titan" the single largest type of creature in the game, this robotic monster occupies more squares than a hover tank (4x6, 6x6, 6x8, or something else huge) and mounts two plasma launchers ontop of a turrent on the back of its segmented, centepede like frame.
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Gastrotoxopod--Big radioactive snail that doesn't work for aliens, lives in uranium mines, contaminates 5x5 square around it with radiation which gives permanent fatal wounds (for one battle anyway). Goes terrorizing miners from time to time. If captured alive, allows the reaserch of bio-nuclear theory (fission pulse cannons, radiation immunity, nuke blaster and other fun stuff). Occasionally you'll find their nests along the game, but they're tough to take on, cause darn creatures regenerate. Spineless slimebags are specifically vulnerable to explosives and resistant to electricity (be such weapons created). Very slow and easy to track, because they leave glowing radioactive tracks. If happen to see aliens, eat them as well as X-com.
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morr'ger

 

its one heck of an alien! Its 2x2x2 (or even 3x3x3), and it there can't enter houses. It has some holes under its arms, with it uses to "bombard" stun bombs unto you in an arched radius. It flyes, and if it walks on top of any soldier (may it be awake, paralized, or alien).

 

Only terror sites!

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Wussoid. :)

Alright, here is another one, that I mentioned previously

 

Psi Dampner:

A large immobile device that would be present in alien ships (med and up), bases, and terror sites. This device blocks all psi emissions on the map (no more mcing mutons!) until destroyed. This was primarily designed for races that don't have their own psi powers, such as snakemen, floaters, and mutons.

Edited by Cpl. Facehugger
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Gravitoid--Black blob of dark matter that uses gravitation rays to attack

X-com agents. Also they attract weapons, dead bodies, civilians to consume them and transform into gravitational energy. Aren't harm by any weapons exept explosives. Though when they float in the air there's only one way to kill it: trigger the explosive and leave it on the ground--gravitoid will suck it in and you'll enjoy the fireworks.To balance them into the game their grav. rays aren't very powerful.

Due to their matter-energetical nature they cannot be controlled, and due to their small and compressed brain they often go berserk on their allies.

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Yeti(Bigfoot)--big muton-size man, who appears rarely in certain countries. Bashes aliens and humans alike with a big wooden club. If you're lucky to catch one alive, you can either sell it for 4,000,000 or reasearch:

human origin>mass cloning>kamikadze fighters(small ships loaded with blaster, that can easily down huge battleship and severely damage enemy bases before a main operation starts). Yeti will need personal containment.

Edited by DendromutantX
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Updated version of tech tree for yeti:

Human origin>>full gene decoding>>cloning theory(enables you to clone soldiers(enhanced ones))>>kamikadze fighters

 

Full gene decoding will help you clone soldiers with the traits you want them to have (strengh, melee power, accuracy, psi resistance). I dont suppose we'll research cloning to perfection, so clones will die after a year of distinguished service. As for yeti , even blind would say there is definite connection between them and humans.

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I meant connection closer than even chimpanzee. Anyway, let's move on, shall we?

Melee Octobot It's a robot made by humans on some stage of the game (after allien alloys and cyberdisk or sectopod autopsy) that has four legs and four forelegs with strong blades. Since they're coming out of every direction, there's no need to turn when hitting a target at 1-2 meters away ( the closer you stand--the bigger damage is). It's a robot--not even a cyborg, so it can't be controlled by any means. After researching nano-curcuits it could deal electric damage by its blades, but it takes more time (for charging). If I knew how to put in picture , I would do that. I made one--lousy design, but it express the idea.

Octo.tif

Edited by DendromutantX
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Hey, hey!

I've been thinking and came up with a theory, why sectoids can't have babies.

We all know, that they don't have needed organs and blah, blah, blah. But how did the largest race in the universe (from the statistics of my encounters) could become so powerfull if they can't reproduse?

In my opinion sectoid is not a fully developed organism--it's smthg between larva

and imago stages of development, which would explain so much!

So behold: two more creatures into alien bestiarium

 

Sectoid larvae--It's a water organism without psi powers. The most interesting part about its anatomy is six static electricity generatiors right under the spine. Those generators work on mechanical principle, which means, the faster creature is moving-- the more it's charging. it attacks its prey by emitting electric impulses from the end of its tail. Since its metamorphose into sectoid is primarily determined by the consentration of hormones in its blood, it is possible to bypass larvae stage. The hormone side effect is transforming electric generatiors into another kind of glands, whose hormone awakens PSI powers in sectoids.

 

Sectoid imagoWhen you look from sectoid to its imago you'll notice, that they don't differ globaly outside whatsoever. The main external changes are: big folds of skin between arms and body that resemble flippers, and a snake-like body, that in spite of looking vulnerable has its natural protection in form of slime.

slime also covers its gills on the chest, preventing foreign bodies from getting in.

But the major change occured inside. Imago gained some extra-organs such as reproductive, oxygen storing organ, universal gland, that creates all hormones and even some ferments needed by organism.

Of course you might have thought of a huge question, why alien mastermind doesn't use sectoid imagos? Well I prepared a huge answer for ya: imagos aren't as socialised as their underdeveloped brothers. They can't work in groups and it's

more effective to use a horde of sectioids than a lonely asassin imago, don't you think?

 

Oh, and here are the pictures:

Sectoids_larvae_and_imago.tif

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I think these ideas are way off and should not be included in the game, maybe in a sequel built on the same engine.
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A little half-life clone here? :)

 

The Clark

 

Its a little (VERY little, size of a granade) alien that can be used as an equiptment. When a soldier (or alien) throws a Clark in the dirrection of an organism, it will repidly attack the nearest thing untill it is dead. It attacks very quick, and can kemikazee for additional damage (each of its attack should hurt like 5 hp with armor on, and kemikaze 50).

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Body Snatcher - extremely hard skinned creature. consumes corpses on the field to recover lost HP.

 

Floater Vet - Heals hurt reapers. Can even revive dead reapers (provided there's a body to revive).

 

Chameleon man - a mutated snakeman. blends with enviroment. Spotting during day time is like spotting during the night time. And spotting during the night time will require motion detector. Considered high ranking snakeman official.

 

G'ruk - slow moving zombie-like creature with incredible regenerating abilities. Will live again 3-10 turns after it is killed. Only way to surely kill it is use explosives after it is downed.

 

Irritator - small fast moving alien with disguise abilities similar to chameleon man. Only purpose is to run around hiding from Xcom agents. Excellent scouts for ethereals.

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Santa Clause--rare alien, only in December 25th terror missions

Noone actually knows that he's disguiised as Santa, so you have to snipe them carefully, so that civillians don't see that. Also there are normal Santas (human imitators, for those who dont believe in him), which make your life very hard. As always cristmas eve there's lots of people hanging around and this is a trouble as well.

 

Besides jokes, I think there should be terror missions during many special days and special places like thanksgiving parade. Because if I was an alien commander I would deploy my terror ships in crowded places.Like in Disney World in Florida or Lego land in Denmark

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Could anyone tell me how to edit big blender pictures into post?

I made a 3d pic of octobot and I can't attach it, because it's too big.

In what format is that? Can't you just compress it to jpg or gif format?

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The Trip Wire Cow bomb:

Remember all those cattle mutiliations? X-com troops running through large fields of wheat only to find Greys blasting at them? How about cow bombs! Adds a little more to the fields than just cud chewers :o You walk by ol' Bessie and boom. Blaster bomb time =( And if you randomly kill cows you are sued by farmer Joe Bob for damages incurred :crying:

Seriously though

Definentally some sort of Psi-assassin: Tracks general area of high MC troopers (but just general area so no bomb surprises right away :D), immune to psi-powers due to genetic engineering on their brain functions which drastically alter wave patterns to the point of being indeciphirable. Perhaps if an agent tries to MC the guy it even stuns him for a short period from the mental overload of trying to commune the highly distorted pattern. Found on large ships, some terror type missions ect. Resistant to heat/lasers but vulnerable to ballistic/kinetic projectiles? Something like that.

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Man In Black

He only shows up at crashed UFOs that have been sitting around for a few days. You get there and find no crashed UFO, no aliens, just a bunch of guys in three piece suits surrounding your Skyranger. They fight with human weapons (rifle/pistol/rocket launcher) and are almost impervious to AP damage. I'm assuming they're actually robots made by the aliens to ambush you at crashed UFOs. Or, you could say that they are members of some secret human organization trying to get on the aliens good side. I just had a thought, they could also be armed with any manufactured or alien/laser weapons you might have sold. Just as a twist to freak you out.

Okay, it's a tad goofy, but I thought it was a good idea

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  • 3 weeks later...
The Armon

 

Summary

The Armon - as we quite unimaginatively call them after their home world - are a strong, pack minded, amphibian race that considers itself 'blessed by God,' in their language 'Armonia' means 'blessed land.' The Armonian culture is highly based on a religious base and is strict and rigid society. The rigid religion of the Armonians does not endorse magic. Even though the Armon race is technically advanced it hasn't occupied many other planets, staying instead in their 'Eden.'

 

Physique

Physically Armon are strong due to the fact that they are essentially a predatory race and they are fit for both land and deep sea living. They have scaly backs and the back of their arms and legs are scaly as well. The scales are tear-drop shaped and about two centimetres long and one centimetre wide. They have a fin on their back and a small one the back of their heads. Their jaws are compare-able to those of the terrainian shark. The jaws open up to 20 centimetres and for some individuals up to 30! They are know to open their mouths and hiss loudly to ward off predators and/or to scare an enemy. They have gills on the sides of their heads and they are fully capable to spend their entire lives submerged, but they also have lungs so they are as capable living on dry land. Their hands have four strong fingers with sturdy claws they use for hunting and in combat and - as with amphibians usually - the hands are webbed. Their feet have four long and scaly toes that can be squeezed together to increase land manoeuvrability. The feet are webbed as well and the webbing is hard and scaly to endure manoeuvrings on land. Their skin is dark green and their scales are a bit darker than the rest of the skin, how ever the fins are a bit lighter.

 

Armoni female lays five to ten eggs that the male has fertilised before hand. These eggs are then carried to specified 'hatching chambers' and the eggs are put in separate containers big enough for a hatched young. This is because the young are aggressive and have simple animalistic intelligence after hatched and may kill other weaker young if not separated. The containers are translucent to familiarilise the young to each other and to shorten the aggressive phase. After the aggressive phase the young start to form ties with other and develop real intelligence. After the young have developed intelligence they are sorted by their abilities.

 

There are four different ethnics within the Armon race. Three of them are shown by the environment they best fit in. The sea dwellers are as was described earlier, the run-of-the-mill Armonians. The surface dwellers have harder skin and the scales on their back are large and almost rock hard, forming a tortoise like shell, but they haven't got a fin on their backs. They are also less dexterous than their brethren, but have more strength and endurance. Their heads however have two additional fins over their small gills, these fins are colourful and full of veins and are used to cool blood on hot days, they can also be used to scaring foes. The surface dwellers are unable to spend much time underwater due to the smallness of their gills and must sleep above water or at least 1/3 of a day(earth day that is). Their skin is Green or greenish brown.

 

The bottom dwellers are the exact opposite to the surface dwellers, their lungs are small and cannot support surface living properly and must spend 1/3 of their day(still earth day) underwater and/or sleep there. They are scaly all over and their scales are reflective. They also need water to keep their skin from drying. They have larger fins on their head and back and also on their arms. They aren't as strong as their other brethren, but make up for that in increased endurance and dexterity.

 

The fourth can be found within each of the other three ethnicities. It is a feared and shameful mutation. It causes a young to never enter the calming phase and never becoming intelligent. Simply staying as a dangerous beast! When a young like this is found, it is cast out of the Armonian society, left to live on it's own ends. There are rumours that some of these have become intelligent later on, vowing revenge or that this mutation is a curse from God, to teach humility to the Armon race. But the church hushes such rumours quick...

 

Society

Armoni are sorted into what could be called 'clans' or 'tribes' and 'castes'. The young form strong pack mentality and when put on a early age in specified groups it forms closely knit effective groups. The 'castes' are 'soldiers, priests, engineers, hunters.'

 

Magical ability and religion

Armonians are not very good at magic, but have extensive religion and a natural affinity to water.(naturally ;-)

 

Technology

 

This is a race from a - currently discontinued - sci-fi fantasy tabletop rpg that I started ages ago. I had actually gotten a good idea what kind of game I was going to make. But currently I have been thinking that maybe I should dig all the notes and plans I have spread around the shelves of my room and compile them into a sort of a desing document...

 

Okay, I forgot to explain that I think that the Armonian physical and/or could be partially copied or used as a inspiration for TFTD type aliens... And I also wanted to brag with it... :naughty:

Edited by Aosar
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I know! Perhaps have the men in black appear in the intro for like a second just to make everyone look for it....... Then watch them get eaten! BWAHAHAHA! :devillaugh:

 

*ehem*

 

Just a thought.

 

:plasma:

*Captain Baker finally let go of his white knuckle tight grip on his rifle and said to his partner, "whadda ya want to call it? His partner replied " I don't know. You killied it, you name it." Captain Baker thought about it for a moment and said "Mutton". "huh?" :huh: his partner replied. Cpt. Baker looked at him and said slowly, "Ex-wife's maiden name." His partner look at him with the "I remember that" face. <_< Then his partner said "I guess that'll work." :unsure:

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Hmm, Alien Races....

 

Well, as for the 'greys', they should be excellent psychic

attackers but due to their extreme intellectual advancement

they have underdeveloped bodies hence cant lug around big guns.

When researched we find out about higher level Alien psychology

(for those that 'think' anyway). Useful for finding

out their fears/phobias (cats and water/cockaroches and bright light

anybody?) Picture a simple water baloon being turned into a lethal

weapon (Toy store raid) or flares and torchlights being more effective

than firearms for scaring off certain bugs/Aliens (especially for terror sites where

casualties are prime concern. Maybe due to this research we raid WW2

or Vietnam ammo bunkers for flamthrowers or other 'outdated' weaponry.

 

Sorry this was about the Aliens wasnt it?

 

I like the Idea of the giant aliens/snails/maybe look up on the net Ancient marsupials (how about dinosaurs being the result of a race of aliens trying to seed Earth millions of years ago but not seeing that meteorite coming, HA HA) but they cant all be superpowerful people splatterers, every creature(weapon or soldier) must have some (or one) weakness. These big creatures would be target practice from behind solid cover or inside a house as they are dumb and couldnt think their way out.

 

A while ago I had a freaky dream about all these giant crocodile like creatures crawling from the ocean en masse to hunt/feed/whatever. Could be some good gameplay opportunities there.

 

Must stop typing, XCOM done well too hard to believe, cant slow though process...

 

:explode:

Edited by Mudbudda
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  • 3 weeks later...
A predator: A creature that can swim and burrow under rocks, and move ground(very slow though), and it drags your men under ground and eats them there. Kinda like the tremors worms, just this thing A)swims B)can crawl above ground and C)It is more like a salamander than a worm
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Id like to see more of those fighting mashines like chryssalid, so ive come up with the following creature:

Carkhopteris-an ostrich-like alien, who is very fast hits as powerful as reaper, but after the first hit destroys any armor person is wearing, due to powerful acids, dripping from its mouth. It has weak defences, but has laser and plasma resistance. It can also shoot acid from its mouth, bringing down hover crafts and people in flying suits

Edited by DendromutantX
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Spawn(You must research a live one before an autopsy)

This alien is a mix of 2-4 different aliens. (X-com) scientists have no idea how the different types of aliens are attached together but it seems that alien corpses are combined together to make this creature of terror. This alien seems to appear on its own in terror missions, but this alien is actually quite weak, even if it has a sectoid/ethereal part in it it can not use psi skills and has weak psi strength. The weapon this creature uses is some kind of built in weapon that usally replaces it's left arm. (X-com) scientists would need to research an autopsy to uncover more information.

 

I'll do the autopsy if anyone wants me to

Edit: added more info

Edited by UnknownWarrior
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I'll do the autopsy to reveal more info:

Spawn Autopsy

After further study of this creature (X-com) scientists have learned more about this alien-made creature. The creature is made by different aliens attached together in an advanced surgery that (X-com) manufacturers can not do. All of the major organs have been protected with alien alloys for more defense. If there are no aliens to create this monster they will combine abducted humans. Humans do not normally survive these operations, therefor (x-com) can not combine strength,speed,intelligence, etc. of (X-com) soldiers. The weapon that replaces its arm is a plasma cannon that is normally used to arm UFOs, however, this plasma cannon is weaker. The creatures skin is very hard and makes the spawn immune to Ap rounds. Still much is unknown about this creature

 

P.S. Please hit me over the head with a shovel if we already have a different name for X-com

Edited by UnknownWarrior
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I like the mosquito idea, it could be some sort of flying nest that can fire up to 500 small mosquitos with depleted uranium darts in all directions randomly.

Dealing 1-2 points of damage each. They could damage frends and foes.

They would be vulnerable to fire weapons.

:flame: :fang:

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what would be cool is if there were rare versions of current the aliens, such as rare version of snakemen could be the chameleon man

 

other examples could be *unrobed etherial*

 

or even a floater before it is modified (so it still has legs e.t.c. still)

 

and whenever you find one of there rare variations, you can research extremely useful things

 

 

i also had the idea of *clone replacements*

 

so if one of your units was to die in battle, and you can recover the body, you can create a clone replacement (same person, cept with a number or something to tell you how many times that person has been cloned)

 

clone replacements could be learned from alien reproduction chambers (which were never used in the 1st x-com but were there)

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  • 2 weeks later...

Needlemen:

 

These are extremely thin grey aliens that look like their bodies are built of needles. Their heads are a bit round, but mostly they are tiny (as high as your hip) and they don't have hands or feet. Their faces resemble sectopods (although it's far stretched vertically).

 

They have the ability to animate earth by power of telekinessis (or magnetic fields if you prefer) and form into a more or less humanoid form (kinda like an earth elemental). The Needlemen rides on the shoulder of this behemoth and it's almost impossible to shoot the Needleman off (because it is so thin and small).

 

The animated "mud man" can hurl a pack of earth to a target, but it will not do any damage, merely has a chance to stun the target (a little if at all). This is not the preferred attack type, the Needleman moves the mud man towards the closest target and pounds him/her down deep into the earth (literally).

 

The mud man, because it's a creature held together by psi/magnetism, is almost immune to any weapon but explosives (so you put a hole through the mud man, the needleman just pulls up more earth to close it up). A powerful grenade or a rocket launcher blast probably destroy most of the mud man and either knocks the needleman off or kills him (it doesn't matter how small you are when you are in an explosion, right?)

 

There are two ways to fight the needlemen: either use explosives on them the moment you see them, try to shoot off the needlemen with a soldier that has high accuracy and a very accurate weapon (i think needlemen should have a special defense against this, like cutting the accuracy by half or so), or get it in close combat (feed it a rookie), get some soldier behind it's back and shoot off the needlemen (since that close, it's easy to shoot it off).

 

Looks like a nice alien that could end up driving a few newbies crazy, no?

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Dead Man Walkin' - Universal Soldiers

 

Hmm... I liked the idea of Darkon *clone replacements*. Let's say after some time in the game and lot's of technology researched you have an upgraded medkit wich has an option to "freeze" (or something) a dead body, so it can be preserved until you return to base, where such an operative is to be held in a special containment, where the "revitalisation" process begins and lasts for longer period of time.

 

This containment should have space for only a few operatives to be "reborn" (let's say 5) while the rest of the containment is for "storage" of these pretty much dead, but still active operatives. (instead of living quarters) In this way number of these "Universal Soldiers" one can have would be reduced.

 

And yes, I agree they should "decompose" after certain period of time, or maybe only have some serious malufunctions! They could have "overheating" problems (as U.S.), so their health could begin falling at the beginning of the mission! And much more... These would definitely need to have their "when were live" characteristics, stats reduced.

 

Including everything said till now in some future Xenocide would really make the game, I don't know, let's say, interesting and unique for all times...

 

Hope The Day will come!

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