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XCOMUFO & Xenocide

Reverse Engineering


count_penta

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Hi

I'm new here but here I go anyway:

Did anyone ever stop to think about how so much advanced research could be done in a matter of weeks.. even with the best scientists in the world working on it?

It's because the stuff is reverse engineered right? If I understand this concept correctly you do it by taking something apart piece by piece to find out how it works.. usually destroying it in the process unless you are very carefull

I suggest that each day that you are trying to reverse engineer something (a plasma pistol for example) there is a chance that it is destroyed. And I want an option where you could order your scientists to hurry which naturally would increase the chance of it breaking.

So if for example you had just painstakingly captured a deadly (and very rare) alien auto targeting grenade launcer you would want to research it very carefully because you wouldn't know when you could get your hands on another one, but if on the other hand you had just beaten back a horde of strange dog-sized scorpion-like creatures with wierd biological vibro blades on their tails you wouldn't mind destroing 5-6 of them in order to get your hands on a lightweight meele weapon faster.

I think this would add yet another dimension to the research part of the game but I'd like to hear what you guys have to say.

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  • 2 weeks later...
Guest Azrael
Wouldn't it make the players' life a little harder?, I mean, the game is already difficult enough to make the capturing of a new alien weapon a hard and critical issue, a new auto targeting granade launcher could massacre a whole squad of x-com soldiers before the alien wielding it was stopped, it's like "after all the efforts and casualties, those stupid scientists broke the only granade launcher I had", do you see where I'm going?, imagine yourself in that situation. I agree that it would add a new dimension, perhaps more realistic, but I don't really like that new dimension. Good idea though! :D
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I don't find making it harder a backdraw. :D

 

Besides as far as I understood count penta, you could choose weather scientist take a "cracking" route or step by step "dismantling" for as he stated it is reverse engeneering.

 

As for building ship prototypes, there is no need to complicate. What could be done, is to set an amount of material needed for the specific research (same as for manufacture) This amount could also be in coordinance with a research manner (force or step-by-step). This principle could be implemented for every alien artefact research.

 

One thing we should not forget, it is also us who will be playing this game, so we should also make it difficult for the creators and the only way to reach this is in randomizing.

 

So whatever we do, no matter what "rules" and "triggers" we set, there must be plus/minus factor!!!

 

Cheers!

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SWAT

 

Special Weapons and TACTICS, I thing tactics are a very important element!

 

I am quite new around here with bunch of ideas, so I am trying to constrain myself from talking too much as it would complicate this already chaotic, but a marvellous project.

 

And, just an btw question, will there be "macros" for having your squad pre-equiped? (So you don't have to pack them each time...)

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SWAT

 

Special Weapons and TACTICS, I thing tactics are a very important element!

 

I am quite new around here with bunch of ideas, so I am trying to constrain myself from talking too much as it would complicate this already chaotic, but a marvellous project.

 

And, just an btw question, will there be "macros" for having your squad pre-equiped? (So you don't have to pack them each time...)

Lets see: The aliens will be using much better tactics. As such, there will be a proportional increase in X-Corps casualities. The powerful alien weapons will help to equalize the playing field. If we delay a Player's access to such weapons, then the player's casualities will be signifigantly higher, possibly including loss of transports (I'd hate to lose a nova full of elite troopers just because I had to wait for that shiny heavy plasma gun.)

 

There is no problem with proposing ideas, this is the lab after all.

 

And we are planning to have a system where you equip your men once, at base (like in apocalypse) and the men use that equipment until you tell them otherwise.

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Hmm... Well yeah, you're probably right... Ofcourse, discussion, new ideas and criticism wich is to be taken as always positive! That is a part of discussion -disagreeing. Otherwise there would be progress...

 

I really enjoyed playing enemy uknown with human technology only, it's been hard, but damn fun! Loosing a craft is a part of a game and ceratin save/load restrictions should be implemented to prevent player from playing a mission 101 time!

 

For it is to be realistic and in real life people die, there are no ever standing heroes! Nor are there ever standing aliens!!!

 

Yet, I guess the game must be playable afterall...

 

 

 

:uzzi: :plasma:

 

O:) :beer: :devilburn:

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  • 2 weeks later...
  • 2 months later...

I think the "'hurried' or 'step-by-step'" research option is quite a good idea.

It needn't make the game more difficult. Just say the step-by-step approach takes similar time compared to XCOM1, and the hurried approach a bit faster. Difference is the step-by-step takes just one artefact, whereas the hurried approach may take upto

-+5 artefacts? (depending on the 'complexity of the artefact and maybe varieying speeds or research??)

Increased difficulty sees more artefacts needed/less time saved and maybe more tahn one artefact needed for step-by-step research..?

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