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XCOMUFO & Xenocide

Alien Bases


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I was just thinking about when you discover an alien base they start you out inside the base near some teleporters....I believe alien bases should be well guarded w/ weapons just like the human bases...this way the XCOM team would have to parachute in and find their way into the base through an entrance...when you first start the mission you'll be spread out a little bit due to the parachute drop...then there will be minimal resistance on the outside (alien snipers maybe)...then when you go inside is when all the action starts...it would make more sense and you'd have to make due w/ the weapons you equip b4 the Battlecape as there wouldn't be any weapons but what you can carry...or maybe you can drop one crate along side the team w/ equip in it...
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Guest Jim69
Would make sense, and I think would add to gameplay to boot. Maybe not a parachute drop, u could land nearby, secure the area, and then move onto the base itself, possibly a two stage mission as used in TFTD.
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yeah, humans bases shouldb be 2 staged too. At the upper stage, aliens will have a clear adventage, and you can choce to click on the flee button, to flee down to the main, were you have an adventage. Some time aliens will surprise attack (when you do not manege to see the battleship), and you will start at level 2.
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[quote name='mikker' date='Jun 22 2003, 12:00 PM']yeah, humans bases shouldb be 2 staged too. At the upper stage, aliens will have a clear adventage, and you can choce to click on the flee button, to flee down to the main, were you have an adventage. Some time aliens will surprise attack (when you do not manege to see the battleship), and you will start at level 2.[/quote]
Excellent idea...the whole ime I was writing about the alien base I forgot that in the human bases the same thing happens...the aliens start right in the base...like we left the damn door open AGAIN!!!!
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Hey -

I also REALLY like this idea. To me, an alien base raid in the original was basically just a mission. Like any other mission. I have seriously had a harder time on Battleships than some bases.

Now, if I had to fight my way in. And then take the base only with my remaining men and equipment... Now that would have been a challenge!

It also should not be difficult to code. So who knows, I could see this happening at some point!

Gold
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Guest Jim69
Well, since I got this idea from TFTD, it had its own cydonia type mission. It was a 3 stager, and on the 3rd stage, to make it that much harder, u couldn't save at all :devillaugh:
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  • 10 months later...
You guys are totally right. You should have a fight on the surface to find the transporter stations. Maybe you could setup a base camp (mobile hospital, tents, and other gear) and hit the base when you want.



Every one is right when they say the bases should be bigger. Cydonia is the only other base in the area if you think about it so there should be room for hundreds of alien personel. Btw Cydonia should be like a whole other game for you to play. Fighting among the pryminds and the subterrian levels.



I want to fight it out in an alien base and leave with over 100 plasma rifles and other weapons. Maybe rescue aductees and missing X-com troopers. A base should be a treasure trove of equiptment and even ship parts.
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  • 4 weeks later...
that would mean making bases much harder.
That made me think about a whole new concept: Several type of bases!

The smallest would just be a small outpost: a small base with weak defences and nothing really important inside.
The Bigger the base the harder it is & the more you gain.
Also bigger bases could also have higher ranking aliens...

Maybe even "special" bases such as a science base (where u can find abducated humans and free them), maybe a storage base... Edited by -Sky_Lord-
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Nice idea Sky_Lord...

It should also take time to build such an installation. All bases would start as small outposts, just like human bases. Some alien bases would specialize and get bigger with few more facilities built each month. Others would stay small and serve as scouting/monitoring/intercept bases like x-com equivalents.
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Maybe, before you can assault a base, you need to have scouted it with a special probe, and researched it. then it appears on the map as a type X alien base. Then you can also see its supposed stats in the UFOpedia. Then you can decide whether to assault it with your skyranger or avenger. This could couple with 2 parters and so forth. If it is a large base, maybe 3 parter, medium 2 parter and small 1 parter.
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  • 1 month later...
Something also quite cool would be enhancing the feeling that all the areas you were in had a clear function. The only thing that really seemed to WORK to do anything in UFO/TFTD was the power device... It'd be nice if the areas clearly LOOKED like cloning facilities, UFO launch areas, alien radar and communications, storage areas, etc...

I also liked the idea that you should loot the alien bases of a lot of weapons, live alien technicians and pilots who are unarmed, and all sorts of goodies. These rewards would also justify the harder, two-stage mission, and the fact that bases could come in varying sizes.
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Those are all very interesting ideas, especially the two-parter aspect identical to TFD... It made sense, made a base alot more daunting, and we should be able to do the same thing with XCOM bases...

Then again, in TFD, an alien base could have underwater structures because it's very easy to hide such thing underwater... Overland, a bunker might be hidden with trees, but not a whole building :D
Maybe the simplest thing to implement would be to have the upper (4th?) level of the bases to be on the surface...

A nice option would be to select WHERE your soldiers are waiting in a XCOM base defense... If you can see the attacking ship for an hour, there's no reason people would still be ransacking amno or just getting out of bed...
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Well, selecting where your soldiers start kinda ruins the point of it being a base defence, surely? Yeah, it might be nice (V.1+?) if there was a probability that some of them started outside of the barracks, (what do these guys do, sleep all day?! :D ) [i]especially[/i] in training areas.

As for the two-parter... I'd imagine the defences and such would be popup or something- so that they stay secret as long as possible, but then once they are found, you still have to fight your way on-site. At the VERY LEAST you should start on the surface and have to fight alien patrols on your way to finding the access shaft. By the time you have landed, the aliens should know something is up.

If you wanted, there might only be buildings topside on the harder difficulties, with the very easiest difficulty being a strait one-parter, and the next dealing with megre alien patrols, etc... all the way up to something horrid like TFTD's bases full of tentaculats, aquatoids, tasoths, and xar... squishy flying thingamies, ;) all wrapped together in a rather tactically annoying structure that obscures the entry point. Edited by 54x
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  • 2 weeks later...
I think assigning defensive points beforehand for your soldiers is really important... The point being that you KNOW the aliens could attack your base, and you usually see the ship an hour or more before it's coming, so any military base under attack is manned at key choke points.
(The way I design my bases there's only one choke point... )

Popup defenses are EVIL, still, I like teh idea :LOL:

Adjusting base difficulty is good too :D
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  • 1 year later...

Who says Thanatos is the only place on mars where the aliens live? I think we should have it so that when you've researched "The martian solution," if you had an avenger-craft or anything else space-capable, you could establish a base on mars. Of course, the Aliens will know about it, and will send craft after you, as well as earth. It could be like a double-geoscape thing.

 

Let me just get this straight.

 

You break into an alien base on mars, do your thang, capture yourself an alien leader. This lets you research "The Martian Solution." You do some research, research TMS, then research yourself an avenger. Load it up with some crew, and a magical button appears on the geoscape, labelled "MARS." You click the button.

 

Suddenly you see another geoscape, not of Earth, but of MARS. That magical red planet of destiny. You choose your base location, but you can't make it near Thanatos yet, because the terrain is too bumpy/the earth is too red/whatever reason explained to you in a pop-up. You choose to make a base, and, lo and behold, a few days later, the base is created, as if by magic, with a hangar, a storeroom and a few living quarters. You will need some alien alloys to start building things on Mars, which will need to be sent by Avenger-mail from Earth. Once you've got some alloys in your stores, you can build some radars, even a hyperwave decoder. Then you can start hunting some aliens.

 

Alien UFO activity will be focussed mainly around either taking off for Earth or finding you. Your activity on Mars can be to either stop UFOs taking off for mars, or locating alien bases on mars. Capture a leader on Mars and they'll point you towards Thanatos. Alternatively, establish several bases on Mars and you can try to stop the aliens ever getting to Earth. If you can eradicate every alien base on Earth, and then establish several bases on Mars, then Alien activity on Earth will cease. This is bad. If Alien Activity ceases on Earth, then the nations will no longer sponsor you as they see your task is complete. Letting the occaisonal UFO slip through will ensure your funding, if you kill it the moment it hits the atmosphere.

 

After several months of rock-hard alien base raids, you will find a commander who can patch you through to Thanatos. This is, like, the hardest level evar. You will lose zillions of troops on superhuman, and even on Beginner it's going to be difficult. And when you've destroyed it, they will have set a self-destruct. You need to get out of the base within a set number of turns, otherwise the whole planet asplodes with you on it. Yep, that's right, an entire planet. But, by this time (hopefully), you will have retreated back to Earth, to a triumphant hero's welcome. Yah. Until the terrors from the deep arise, anyway. But that's definitely for > V1.

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Xenocide is about Earth. There's a reason the original X-COM only had you travel to Mars as a final mission. ;-)
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That is a rather big assumption considering that memory and other such issues might have had as much to do with design decisions. In Apocalypse you travelled to the other alien dimension in quite the same way. More technology allowed more of the war to be covered. Personally I always thought of X-COM being about a secret war, and they tried to make you part of as much of it as possible.
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  • 4 months later...
Who says Thanatos is the only place on mars where the aliens live? I think we should have it so that when you've researched "The martian solution," if you had an avenger-craft or anything else space-capable, you could establish a base on mars. Of course, the Aliens will know about it, and will send craft after you, as well as earth. It could be like a double-geoscape thing.

 

It would make more sense that you build a special base craft, rather than build it with nothing but an avenger ferrying up supplies and concrete.

 

I rather like the idea of multiple missions on Mars. If you've gone through the effort of coding the terrain and a new set of physics variables for the gravity, then it makes sense to get some mileage out of it. But, uh, let's leave off the part about the planet exlpoding, shall we?

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