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Aliens! Ahhhh


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#1 Maverick

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Posted 22 January 2003 - 01:40 PM

Should there be new alien types...ones that have never before been seen in X-com?

my answer is sure...but not too many. I think that there ought to be at least 2 new aliens but no more than 5 new types...it would get too crowded (unless we wanted to start leaving out old alien types.)

My suggestions:
Morph: 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.

Psylon (Psilon??): 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... :freak: 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.

Just my thoughts...let me know what you think

#2 ShadowHawk

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Posted 22 January 2003 - 04:26 PM

Well, as of now, each alien considered in the game will need to not only have a coolness gameplay factor, but also a story niche in the alien scheme - what role they play in the alien menace.

As the story outline I've got right now goes, the only new alien type thing that I've involved is that of the Enslaved Human - essentially humans that are under complete alien control for extensive periods of time. They're actually a wonderful little plot device - stay tuned for some kickin' UFOPedia entries with the next Tech Tree update.
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#3 gangsta

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Posted 23 January 2003 - 09:14 AM

aliens are dependent on the last hope project ;) unless any of you can make 3D models that look as good and can be included.
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#4 Maverick

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Posted 23 January 2003 - 02:40 PM

I'll see what I can come up with :P It just may take a little time

#5 Deimos

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Posted 23 January 2003 - 04:24 PM

aliens are dependent on the last hope project ;)  unless any of you can make 3D models that look as good and can be included.

what we need before 3d mods is concept art. :wave:
For the start are we sticking with modified styles of the original aliens, not just the aliens but also everything that's going to end up as a model.

I for one love the idea of a new style look to the models, but that's just me. I'm really into updating the human forces uniforms and armour. Have different styles of clothing/armour for each rank which can be modelled in the battle scape. The equip screens is where we could go crazy with it all as not only the weapons would need pictures but also each trooper's uniform/armour. Also we need a few portraits unless the human forces are clones of each other (which is what I thought in the original game as they all look the same :) ).

Are we going for a 3d representaion in the equip screens or just static portraits?

#6 red knight

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Posted 23 January 2003 - 04:46 PM

what we need before 3d mods is concept art.  :wave:
For the start are we sticking with modified styles of the original aliens, not just the aliens but also everything that's going to end up as a model.

Every model should start as a concept art in the tradicional paper and pencil way. But... Do we have anyone here with drawing and painting skills??? I can draw, but only taking a real model (that doesnt work for this). The same happened for a storyboard of the intro... do anyone has the skills needed to do that???

Are we going for a 3d representaion in the equip screens or just static portraits?

Well we have to do the 3D equipment and people... We can say it is a feature, but the reality is that after you have done it... why not recycle and work less.

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#7 Maverick

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Posted 23 January 2003 - 07:12 PM

I'll try and come up with some concept art for this stuff, although it is really pretty simple to imagine... the psilon is a muton with random robotic limbs (one might have a robotic arm, one might have a robotic leg, etc) but otherwise the same. the morph would be some kind of human shaped alien that has no features whatsoever. It turns into human form and then runs around looking for a group of humans to blast...

#8 Deimos

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Posted 24 January 2003 - 05:22 AM

what we need before 3d mods is concept art.  :wave:
For the start are we sticking with modified styles of the original aliens, not just the aliens but also everything that's going to end up as a model.

Every model should start as a concept art in the tradicional paper and pencil way. But... Do we have anyone here with drawing and painting skills??? I can draw, but only taking a real model (that doesnt work for this). The same happened for a storyboard of the intro... do anyone has the skills needed to do that???

Are we going for a 3d representaion in the equip screens or just static portraits?

Well we have to do the 3D equipment and people... We can say it is a feature, but the reality is that after you have done it... why not recycle and work less.

Greetings
Red Knight

I guess I was offering. I have a huge reference catalogue of both military and roleplaying stuff on uniforms and the like. I'm sure I can come up with something. :) Talking of storyboarding, the whole design area of film making I'm getting into as that's where I want to be going in my life. Ok strictly speaking I want to direct films but I guess unless I learn all the bits, I'm not going to be able to do it.

Talking of storyboads and intros, check out the thread I've just put on.

#9 gangsta

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Posted 24 January 2003 - 09:15 AM

aliens are dependent on the last hope project ;)  unless any of you can make 3D models that look as good and can be included.

what we need before 3d mods is concept art. :wave:
For the start are we sticking with modified styles of the original aliens, not just the aliens but also everything that's going to end up as a model.

I for one love the idea of a new style look to the models, but that's just me. I'm really into updating the human forces uniforms and armour. Have different styles of clothing/armour for each rank which can be modelled in the battle scape. The equip screens is where we could go crazy with it all as not only the weapons would need pictures but also each trooper's uniform/armour. Also we need a few portraits unless the human forces are clones of each other (which is what I thought in the original game as they all look the same :) ).

Are we going for a 3d representaion in the equip screens or just static portraits?

Well it ain't all quite that simple. The last hope group has made a set of X-Com aliens that are commercial quality. We really want to use those, however that group has its own goals and that is to make a half life mod of X=Com 1. So at first we are going to have X-Com 1 aliens.. if this project gets on its way they may be willing to help us more with models since they are fellow X-Com fans and possibly become more interested in finishing this remake. I told one of them that they should just contiue focusing their energy right now at the half life mod since we're going to use the same things too and our project is really just getting started so it is good for both projects. Anyway :) The point is that we really can't expect to influence what the last hope guys give us.
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#10 Extralucas

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Posted 24 January 2003 - 12:18 PM

So you have some problems with 3d models and you can use only ones from last hope... Well that doesn't mean you cant make new races! :D
Look at my hard work for you! (To do this alien you can ask ppl from last hope to do becasue its not much)



Isn't it impressive? Its called Trichon! Theyre guards of alien commanding groups. One per leader and two per commander :D

They can fly, got great psi strength and bravery, fast moving, and strong arms ;P

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#11 Whatever

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Posted 24 January 2003 - 12:28 PM

HAHAHAHAHAHA.......
GREAT :wacko:

#12 Fatal_Error

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Posted 24 January 2003 - 12:31 PM

quite impressive :D
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#13 Maverick

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Posted 24 January 2003 - 02:25 PM

Honey, do I look fat to you? :D

#14 Deimos

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Posted 24 January 2003 - 07:40 PM

Well it ain't all quite that simple.  The last hope group has made a set of X-Com aliens that are commercial quality.  We really want to use those,  however that group has its own goals and that is to make a half life mod of X=Com 1.  So at first we are going to have X-Com 1 aliens.. if this project gets on its way they may be willing to help us more with models since they are fellow X-Com fans and possibly become more interested in finishing this remake.  I told one of them that they should just contiue focusing their energy right now at the half life mod since we're going to use the same things too and our project is really just getting started so it is good for both projects.  Anyway :) The point is that we really can't expect to influence what the last hope guys give us.

I've seen the quality of the last hope guys. Very impressive.

Not that I've got much experience in 3d modelling, in fact it's something I'm learning because of the project. But I've seen models for all the FPS's since quake 1, so it can't be that hard to make models. I think the hardest part would be the skinning to make them look right. I don't know whether that's the case or not.

Basically if everyone else can make models, It shouldn't be that hard. Heck I build my own gaming miniatures, how hard could it be compared to that. :D

#15 Maverick

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Posted 24 January 2003 - 07:58 PM

the hardest part is just getting used to the interface. If you've played with photoshop or fireworks, it's the same thing, for 3 dimensions instead of two. Once you can control the program and know where to look to find stuff, nothing is impossible. Just learn how to use the interface and you're set.

#16 gangsta

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Posted 24 January 2003 - 09:48 PM

well the entire point is that if we use the last hope's models then any models we add on our own would have to be of the same quality or otherwise it wouldn't look right. :)
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#17 Maverick

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Posted 24 January 2003 - 11:15 PM

agreed

#18 Deimos

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Posted 24 January 2003 - 11:28 PM

Mav, I've been playing ;) with photoshop since v3 so that shouldn't be too much of a prob. :)

Gangsta too true, better to have uniformity thoughout. I'm still going to learn though cause if nothing else you guys have inspired me that games don't have to come from big companies and that given the talent and enthusiasm shown here, anything is possible.

#19 Darkon

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Posted 26 January 2003 - 08:20 PM

Human Mutation


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

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

#20 Darkon

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Posted 26 January 2003 - 08:22 PM

Hmm... anyone ever wondered what a floater would have looked like WITH its orgains and without the robotics?

#21 Maverick

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Posted 26 January 2003 - 10:43 PM

I figured they would be little dog creatures that are carnivorous and random...but that's just my crazy mind.

#22 CaptainCharisma

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Posted 29 January 2003 - 07:23 PM

:link:
Hello all ! Im new in town...
Wow.. never thought i'd see the day... XCOM remake...
Ive been thinking of doing this for years... just the other day i sat down to do a pencil scetch of a remake... but truth be told, im much too busy these days with grad school to even think of programming.

In any case, this was my original plan:
(Assuming Copyright laws were bendable,...)
Remake the original x-com (i was going to call it Uf0 : Enemy Unleashed) and the plot was going to take place 50 years after the last xcom year, when aliens find a way to travel back in time to Earth @ 2032 (via some temporary stellar anomally) and reestablish an infrastructure in Sol system. In retaliation, the humans, unable to sustain the rigors of time travel are able to relay a message to Earth Central Command and inform them of the oncoming alien onslought, as well as provide them with some basic technological capacity.

To implement this,
Phase 1 : I was going to try to remake the original X-Com using OpenGL, but i was going to try and preserve the original textures, and colors, and style. I really like how the new Geoscape looks in Xeno but it wasnt working properly on my PC (P4-1.7ghz, GForce2 MX (400?)). For the Mission based action, i was planning to remake that with polygon characters (.md2 models .. imporetd quake characters) and polygon structures (walls etc.), but keep the isometric feel (maybe include some rotation). In essence nothign would be added or removed form the gameplay, only graphical enhancements.

Phase 2 would consist of ADDING more to the game, and giving it a unique twist... so that its MORE than UFO 1. Ultimately, I would try to make it so that the game could be expanded, much the same way Quake or Halflife is expanded with player made modules. This would include the ability to include new terrain modules (patches of desert, or forest, instead of the usual repeating FARMHOUSE and GRAIN patches.) as well as weapons, expand research trees, and even aliens.

This may be a bit outrageous... but long story short, before we start suggesting a million little additions, I think its important to get a solid working infrastructure of a game going (namely the X-Com clone in its virgin form).

:devilsmile:
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#23 red knight

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Posted 29 January 2003 - 11:32 PM

:link:
Wow.. never thought i'd see the day... XCOM remake...
Ive been thinking of doing this for years... just the other day i sat down to do a pencil scetch of a remake... but truth be told, im much too busy these days with grad school  to even think of programming.

Just for the record this is not a XCOM Remake anymore, its a game inspired by the old game "XCom: Ufo Defense"

In any case, this was my original plan:
(Assuming Copyright laws were bendable,...)

We had already gone away from that path, copyright laws cannot be bended.

Phase 1 : I was going to try to remake the original X-Com using OpenGL, but i was going to try and preserve the original textures, and colors, and style. I really like how the new Geoscape looks in Xeno but it wasnt working properly on my PC (P4-1.7ghz, GForce2 MX (400?)).

Please post your exact problems in the "Xenocide - Beta Download" thread.

For the Mission based action, i was planning to remake that with polygon characters (.md2 models .. imporetd quake characters) and polygon structures (walls etc.), but keep the isometric feel (maybe include some rotation). In essence nothign would be added or removed form the gameplay, only graphical enhancements.

Please read all the detailed information that is scattered all over the forum. I know... we will implement a FAQ when we get a little time...

This may be a bit outrageous... but long story short, before we start suggesting a million little additions, I think its important to get a solid working infrastructure of a game going (namely the X-Com clone in its virgin form).

The same as above.

Welcome to the project...

Greetings
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#24 CaptainCharisma

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Posted 30 January 2003 - 01:13 AM

:wacko:
Great ! Thanks Red.

BTW, i second majored comp sci in college.. and was by far the most competant programmer in the class :P . Albeit, I have diverted from that path, to pursue a career in medicine, but ill be more than happy to help in any way i can. If you want more details about my background as far as that goes... just keep in contact. Suffice to say its involves a lot of C++, Data Structures, and (my favorite) Artificial Intelligence.

Peace.

btw, sorry if my message isnt in the proper thread... ill tend be more adherant next time...

#25 Darkon

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Posted 12 February 2003 - 12:34 PM

not paricularly a new alien (was on the advertisements and the cover of the CD32 version)

but it was never seen in the game, and could be good

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actually, looking at it makes me wonder how it moves...

Edited by Darkon, 15 March 2004 - 04:27 PM.


#26 Xcen

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Posted 12 February 2003 - 02:18 PM

heheh cool I've never seen this add...
I have the strangest of faith for this project...

#27 CaptainCharisma

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Posted 13 February 2003 - 11:47 PM

Yes.. it gives me an idea... perhaps a simillar one for Xenocide... hmmm That outa get peoples attention

#28 chazor

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Posted 20 February 2003 - 07:34 AM

Okay, Here's a couple:

CYBER SECTOID: 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: 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.

ANd now:

REPENTANTS: Sectoids and Mutons who have defected from the martain cause and been offered citizenship. As a result, they appear every now and then, wearing a new uniform and fighting alongside X-COM. HOWEVER, they will turn if fied upon by the X-COM members.

#29 obijuan

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Posted 24 February 2003 - 09:28 AM

im also new around here, but ive been reading most of the threads and think that if you can pull this off it will be great for all of us xcom fans

i like the idea of rogue aliens fighting along xcom agents(maybe you could consider having some of them as permanent agents) and i think you should add as many aliensand equipment as you are able to.....and leaving the posibility to upgrade the game over time through patches.etc....
i dont know much about programming yet....but as for items , aliens ,story, intro..... i have tons of ideas so just send me a mail and ask
and as soon as i learn some prgraming in college (im starting up in a few weeks) id like to join the project :D

#30 Mindblighter

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Posted 27 February 2003 - 01:33 PM

Actually, that bug-alien was also on the cover of "UFO: The Enemy Unknown" (yes, PC version) which (like you all know) is the European name for the first game. :crazy:
That would be an interesting opponent though.

#31 Xracer

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Posted 28 February 2003 - 12:55 AM

Never seen that add before
where in the heck you people get thsi from :D
but i like it
let me kill it :uzzi:
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#32 Judge_Deadd

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Posted 11 May 2003 - 04:56 AM

Two new aliens:

Decayon
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

And here's his terrorist...

Kibros
Looks: see the image included. 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

*Allows to manufacture Magnetic Cannon (craft weapon) and Tank/Magnetic (HWP).

Attached Files


Edited by Judge_Deadd, 12 May 2003 - 10:41 AM.

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#33 Cubik

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Posted 11 May 2003 - 12:05 PM

How about some sort of kamikaze energy-type alien? It would absorb all types of energy, has the mentality of the brainsuckers (damn, these things were fast in real-time) from APOC and can only be killed with some sort of anti-energy (? :P) beam. It would be a freefloating ball of glowing gas, that changes colour as it absorbes shots.

#34 Guest_blaa_*

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Posted 12 May 2003 - 08:23 AM

If we program things right we can save alien spec until the end. To the programmer the aliens are whatever values you plug-in.

But, RK, all we'd need to consider from the programming side is whether we will design the game to have a fixed number of aliens species. I should think it wouldn't be too hard too program that to be open ended. What do you think?

#35 red knight

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Posted 12 May 2003 - 05:07 PM

If we program things right we can save alien spec until the end.  To the programmer the aliens are whatever values you plug-in.

But, RK, all we'd need to consider from the programming side is whether we will design the game to have a fixed number of aliens species.  I should think it wouldn't be too hard too program that to be open ended.  What do you think?

Open Ended through Inheritance... Just a basic Alien Class with all the relevant stuff and derivates from it... Even its own AI Plug too (no case by case AI).

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#36 Darkon

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Posted 23 June 2003 - 04:46 PM

sorry but i had to mention this before i forgot it


Lirrian:
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 soloidify;


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



i think thats enough info ^_^

hmm.. i didnt word it as good as i would have hoped to...
anyhow...


whadaya think?

#37 Mustang

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Posted 23 June 2003 - 08:05 PM

I think that's a great alien! All the aliens on this thread I think are great! :beer:


#38 Nickisimo

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Posted 25 June 2003 - 09:39 AM

Something definitely needs to be done with the Reaper Terrorist. I don't think I've ever lost a single guy to one of those things, and they really don't serve any practical function. They could be relatively deadly if they actually charged at your troops and made a snack out of them, but they really don't. :huh?:

#39 mikker

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Posted 25 June 2003 - 09:42 AM

neither do the cryssaloids. I've never seen one attack one of my men! Half way, it turns arround and runs back!

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#40 Nickisimo

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Posted 25 June 2003 - 10:04 AM

I've been tagged by them a few times, but they tend to nab those dumb civilians more often than not. I know what you mean though, they tend to do the whole "back and forth aimlessly" thing until their TU's are sunk or one of my troops hits him with a reaction-shot. I think alien AI in general could use a boost. In the first missions, the Sectiods have plasma guns and alien grenades(awesome). Your greenies are hunting them with sweatsuits and BB guns. There's no way you should be able to sweep in with a rocket tank and 10 of these weenies and come out with 7 or 8 sectiod toe tags while at the same time losing only one or two of your troops. :happybanana:

#41 Deimos

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Posted 25 June 2003 - 10:44 AM

The first mission is cleverly disguised as a training mission. I don't know whether you've noticed but its rare to even get shot at on the first mission.

Fluff text can explain it away as the aliens don't see humans as a threat until they come barging in with their size 11s.

#42 Nickisimo

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Posted 25 June 2003 - 11:48 AM

That almost sounds semi-Borgish. Still though, if they were able to shoot their precious little UFO down in the first place... :devillaugh: