Don't get me wrong, I love the original and I love what you guys are doing, it's just an idea I had I wanted to share. Since the game already mixes RTS with turn-based, it might as well mix RTS with FPS

Edited by shabbs, 29 July 2005 - 07:13 AM.
Posted 29 July 2005 - 07:03 AM
Edited by shabbs, 29 July 2005 - 07:13 AM.
Posted 29 July 2005 - 07:27 AM
Edited by NKF, 29 July 2005 - 07:32 AM.
Posted 29 July 2005 - 12:51 PM
Posted 29 July 2005 - 03:33 PM
Posted 30 July 2005 - 04:35 AM
Posted 07 August 2005 - 05:55 AM
Posted 08 August 2005 - 07:40 PM
Edited by Snakeman, 08 August 2005 - 07:47 PM.
Posted 16 October 2009 - 06:00 PM
I think it might be easier to eventually update the Craft Visual button on the interface screen to show sensititve subsystems, based on what equipment is currently able to disseminate that onboard the intercepting craft.
You could still use the attack orders on the regular menu, only now you'd be able to try and specifically target a subsystem directly as you do it.
The trick then would be to coincide the damage dealt to them with what you'd see next on the battlescape. i.e. If engines were targetted, there shouldn't be any power sources or elerium to take, engine compartment should be damaged, and in addition to this, there probably wouldn't be any surviving Engineer ranked aliens alive.
So, from the perspective of damage dealt too, it ought to transfer I feel, to the opposition you ultimately faced down below.
You could flip that coin for your side as well, in terms of the damage dealt to the intercepting transport craft if it also was doing the mop up. i.e. You might not have use of your HWPs if they were mounted externally, other weaponry or gadgets also mounted externally, engine damage, and most importantly - if the cargo/troop compartment got compromised, you'd start off the map with a few dead dudes.
Slightly more realistic and challenging I agree, but the aspects that relate to the player's side sound more intended to a difficulty option.
Edit: The Craft Visual Button on the intercept screen interface wouldn't have to be a moving video of the UFO, but I suppose it could. For the purpose of this example though, I think a picture would suffice w/highlighted subsystem points on it that you could click on after you'd selected your attack type. Not that you'd have to select a subsystem, though the results of the attack should be more random than if you had.
Posted 16 October 2009 - 06:29 PM
Posted 18 October 2009 - 02:01 PM
FPS turn-based kinda kills the point of FPS.
Anyway, I think that it would be interesting to try out something different from TB/RTwP.
It could be something, like having a connection to verious sensor devices (on-helmet cameras, weapon cameras, recon drones, etc.) and a communication network.
Add to that an ability to create point and click battleplans (setting waypoints, conditions for activating various part of plans) and intelligent soldiers that would act both on individual and squad level and it could create an unique experience.
It could take rookie slaughter to another level.