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XCOMUFO & Xenocide

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Hey -

 

Just curious if we are going to have water terrrain. Not like from TFTD, but as in small streams, ponds, and perhaps most importantly, marshes. I know XC1 didnt have them, but I figure this should definately be a v1.0 type thing.

 

Are there any plans for implementing this? If so, it could add an interesting dynamic to the game in terms of TU's, although it wouldnt complicate things greatly. I'm thinking of the water as only one level, so that there is no "underwater" action, just a speed and sound modifier, perhaps preventing prone positions (not that prone even exists at this point :wink: ). Havinf small streams with bridges, chokepoints, etc could be worth looking at as a small, minor improvement.

 

Gold

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x-com1 has water.. on those "winter terrains" you can't walk on it because you're not gee wiz but theres that blue stuff around the battlescape.. Never noticed?
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I have to say that's a very good question especially when you bring in the concept of noise...that would really hinder the element of surprise either to hurt or help you...Good Question!!!...anxious to hear the answer
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If we were to be implementing what I'd call 'level 1' water, that is water that the player's operatives can move through it'd definitely be at a reduced movement rate. The easiest way would be to make it cost 4 times the amount of moving on hard packed ground.

 

Level 1 water would come to around about waist height so I'd say even crouching without sealed armour on would cause problems.

 

For a more adventerous programming challenge would be to have the operative move 'downstream' when they get into water. But that would take some programming.

 

It would be interesting to see natural choke points and such in the form of bridges and the like.

 

I don't know how many of you guys tabletop wargame but battles can be won and lost at chokepoints so we'd have to impliment them carefully.

 

I'm all for interesting terrain, especially if improves the battle. Some examples that shouldn't be too difficult to impliment could be hills where the ufo has crashed at the top and the operatives have to land a the bottom and fight uphill. Streams and fields (we have to have some crop circles in the game) where there isn't any cover at all which would make use of the prone stance (if we do include it) or your guys get picked off at long range.

 

I tell you what Greatgold I'm shifting this thread into the lab and lets get some ideas bandied about.

Edited by Deimos
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especially if improves the battle. Some examples that shouldn't be too difficult to impliment could be hills where the ufo has crashed at the top and the operatives have to land a the bottom and fight uphill.

Hey -

 

I especially like this idea...and also the reverse of it. Fighting down into a valley-like geological structure! Talk about unlimited replayability then! I mean, damn, the tactical gaming would be unbelievable. Or imagine having to land in a ravine, and fight your way out of it...ambushes...hamburger hill. Oh the possibilities!

 

Also, if water has an increased TU handicap, should sand as well? Or snow? Even ice...these are all considerations that will need to be made, although playing devils advocate, I can already see how some would view that as overkill.

 

I tell you this, though, I am frothing at the mouth to see how the battlescape concepts turn out!

 

Gold

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The moving downstream could be implemented when knockback for weapon blasts is developed. If you toss a grenade, etc. Just have a small amount of that effect when you move through the water. I think having the lowest point be the bottom of the stream, and it slopes up to 'normal ground'. Then you can have hidden movement down in there. You'd get the same cover as crouching when in the water, but movemnt is cut as you said.

 

I don't think chokepoints would unbalance anything, as the doors to the ufos are much more of a checkpoint than an open air bridge. Just imagine if all the aliens were up in the battleship using opportunity fire as you levitate up to the main deck? Fish in a barrel.

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I don't know much about programming but I THINK it must be really difficult to make a good AI in the game.. Meaning that the aliens would really use those bridges as a trap and so on...
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