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Level Design

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#1 MightyBalrog



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Posted 05 October 2005 - 05:32 PM

I got this idea while reading the tread on mounted HWG on intercept vehicels. http://www.xcomufo.c...52

The idea is to have buildings or ufo's ... or any shape that is composed of a matieral that only certian types of weapons can penetrate or destroy. This would make demolistion specialest nessarcy for some missions. If a ufo landed and didnt crash the only way you could get in would be to blow the door open with a weapon that did an excesive amount of damage ie... explosive, rockets, laser cutter, plasma bolt from a weapon mounted on a vehicle. This would incourage people to create specilists that they have to keep safe in the mission if they wish to succeed, or at least if he fell in combat they would have to recrieve his gear to move forward in the mission. I personal like having a goal that requires alot of effort to be able to finish and not just straight forward fire power.

If a matieral is indestructable then you could have areas where a soldier equiped with alien computer hacking equipment can go in and access specific termals that cause parts of the ufo/building to explode, turrents become active, or doors unlock. This way you can achieve the objective while causing less damage or if you lack the firepower to blow a hole in it, you can out think it.

#2 Moriarty


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Posted 06 October 2005 - 01:03 AM

hmmm... specialized equipment that is needed to finish certain special missions... interesting idea. but every piece of equipment can be destroyed by explosions, so this might get frustrating... perhaps it could be an alternative way of winning certain missions? like attacking an alien base can also be won by rushing into the command center and having a techie soldier "modify" the environmental controls, killing all aliens by suffocation/freezing/whatever?
I just don't like the idea that there is only one way to win the mission and this way can actually become impossible :)
I doubt, therefore I might be.

Posted Image,the sneaky little bastard.

#3 MightyBalrog



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Posted 06 October 2005 - 05:23 PM

Well based on my expierence with the original X-Com you were always capable of aborting the mission. If you lose the ability or man nessecary to do the mission you abort and send in the next squad as long as there is time remaining before it ends. It would only make you play a diffrent style not an impossible style. It was also possible for you to pick up the weapons and equipment of fallen men and aliens. Which I had to do on more then one occation. I just like the idea of having a more realistic approach to a mission. I have to keep so and so alive so I can complete the mission or I have to get the x-machine to the specific spot so that I can gain entry to the building I need to assualt.

I remember in specific, one circumstance in the game where I had one soldier that by luck would have it everytime he advanced he got the maximum gain in his skills... he had more time units then an HWG and could out run the HWG as well. He could shoot through 3 windows and hit the alien on the other side. Well he had one flaw an alien with mind control and he would kill my entire team in one turn.

I had to strip him of all his equipment stick him in a corner then take the only man in my squad capable of resisting the mind control out where I stunned an ethreal. I dropped all my equipment picked up the alien and aborted the mission. I lost the mission but I considered it a success because I had a live alien that could mind control now I could study it. The moral of the story was an Abort is not always a failure. I just had to rethink my goals and keep my team alive. This mission was one of my most memerable experiences with X-COM.

I agree that every mission should not need speciallist but a few would be nice .... or if certain alien races tended to need the speciallist more then others. Or maybe you just need to research a better weapon then you wont need the speciallist anymore as the new weapon might have the damage that the explosives use to give. The idea is just to give verity to mission completion.

#4 sir_schwick



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Posted 04 January 2006 - 04:24 PM

This would prevent players from doing too well in the early game by recovering large scouts easily. You would have to develop better weapons before you could try to capture live UFOs. Of course that is assumeing they see you. If stealth is more practical this time around, then maybe you can hide in the bushes and wait for a sectoid to start walking out and rush in the door before they notice. Also, maybe this should not be seen as a requirement to win, but adding possiblities by opening up options.

#5 Dover



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Posted 20 February 2006 - 04:30 AM

I can see it happening, for example:

Assuming all base assaults are made into 2-parters (Please oh please oh please oh please oh please...), and you just beat the outside part, you have two options--either lock on your avenger's plasma beams onto the base's hanger doors (Giving Muton Base #138 a nice wakeup call), or get your super hacking pro captain to open them up quietly, giving you a much better chance at success later in.

That's probably a bad example, but that's how I see it anyways...