Commando Central ?!?
Posted 31 August 2003 - 07:53 AM
Posted 01 September 2003 - 01:13 AM
Why? If nothing realy work in your base without this facility, so you have to build it early in a new base or you have to wait untill the base will work. Maybe not next to the elevator but realy near to it. It depends how many days it needs to build if its as long as a Hangar needs or even longer then you will it build early or wait.
Also, why would it need to be near the elevator? Wouldn't the xcom base designers realize that aliens could get in the elevator?
So it will be if the base building is the same model like in ufo1.
I hope you understand me and my poor english.
Posted 01 September 2003 - 06:32 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging
Posted 01 September 2003 - 07:15 PM
I can't imagine such an organization would be without several redundant forms of backup communications and some kind of offsite records. Even though it's secretive, this a multi-national, highly funded, military operation we're talking about. I can't possibly conceive that someone would run such a chickenshit outfit that if a few computers and filing cabinets get taken out they're completely cut off from reinforcement and resupply. It defies common sense. Not to put too fine a point on it.
Now, I could see some advantages to having something like that; maybe you can only pick and choose who you hire when you get the office, or perhaps you get some kind of comparison shopping advantage in your resupply, because those kind of things do take some organization. I could also see some communications plusses (though the X-Corps units, being the cream of the elite they are, are probably capable of being effective while out on their own to a large degree). Communications systems aren't small things when it comes to the military, but nowadays everythings done with general computers, cellphones (or Iridium Sat phones, which go anywhere in the world), and is less reliant on the gigantic mil-spec one-purpose-only beasts of the cold war era. So maybe a central office gives you some kind of organizational or operational bonus, but with that small of a unit I don't see it being terribly large.
The one level I could see something like that being essential on is linking all the bases together. There has to be some kind of link - fiber lines and sattelite uplinks don't just grow out of your standard workstation, after all. I recall a lot of talk earlier about research and manufacturing being compounded by having multiple bases working on the same thing. That might be a good feature for a command center.
It's true, on a large scale, taking out a centralized command and control facility can really ruin your army's day. But with such a small operation, I think we're close enough to ground level that subordinate leaders can work out the kinks if it gets taken out.
Posted 02 September 2003 - 08:09 AM
Admin facility: Either as a seperate facility, or a modified access lift which includes basic admin rooms off to the side. It would include paperwork offices for supllies and hiring of people, and command room for tactical displays, a medical office for tending to the wounded, a galley kitchen for non-MRE meals, and a couple VR rooms for weapons training. The main benefit of having the admin facility include the access lift (it would be a 1x2 facility) is that you get additional space to build other facilities off of it early on. But if you do that there's more exposure to alien attack.
Specialized stats: Weapon classes would be used to develop specialists. Classes include pistol, rifle, heavy, and thrown weapons. For the first 3, you'd also have categories for standard, laser, and plasma. Using a weapon only raises accuracy in its class and not the others. Only use a rifle, your accuracy with it goes up, but your pistol+heavy accuracies stay the same unless you use them too. When you go up a category (standard to laser or laser to plasma) your accuracy drops 5-10% for the new weapon, and then develops normally. This reflects the change in style. Your accuracy with a previous weapon never drops, so you can go back to another weapon if you want. This system increases the difficulty and also lets people develop specialists like snipers.
Guest_alex the greater_*
Posted 17 August 2004 - 03:19 PM
Posted 17 August 2004 - 03:45 PM
For instance, akin to how terror missions pop up, might there be an alternative mission type that pops up in the same way where the idea is to be sure to send this character on to help move the story? (maybe the soldier needs to be available for those and using them any other way is optional?).
Maybe these types of plot missions don't have to pop up as frequently as terror missions, but like every few months.
Oh well, sorry if this topic got side tracked a bit more toward development ideas. Sometimes when I hear an idea, subjects can cross each other
Anyway, if there were to be a character we controlled, I'd think there would need to be other incentives for it like for mini plots or something where they can be hands on without it being a requirement all the time for the run of the mill missions. Morale improvements for his squad if he's going on those missions would be nice, but I also kinda liked that other idea mentioned about possibly better research and manufacturing times for the base he resides at.
I'd just like to see something like that be worth it, otherwise I'm satisfied with simply editing every soldier and forgoing that other stuff.
Edited by Snakeman, 17 August 2004 - 03:46 PM.
Posted 18 August 2004 - 01:31 AM
Guest_alex the greater_*
Posted 18 August 2004 - 06:59 AM
and as far as admin goes thats handeled by the un