Posted 07 October 2002 - 08:16 PM
I have a few thoughts, but most likely I'll forget some.
Well, one thing is allow for the geoscape to still advance at some speed while people are on the ground, including the one on the ground. This would force people to more quickly try and finish the missions. (Possible 5 sec, or 1... )
Allow for multiple people to land at mission sites, crash sites would last a certain time unless there was someone on the ground after the time expired. This would allow for someone landing then taking off intentionally to destroy the ufo with out the other person getting a chance.
... and like I said, I forget the rest. So I am sure there are other ideas.
ALL over exagerations are wrong
If I am Online
Posted 07 October 2002 - 09:32 PM
Posted 08 October 2002 - 01:19 AM
For game balance purposes I would only allow one alien and one earthling squad in a battle at a time.
Posted 08 October 2002 - 07:03 PM
Posted 08 October 2002 - 08:53 PM
It would be easier to do it this way. We can for now and then improved versions can get fancy. If we go nuts with ideas here this thing is just not going to happen.
Posted 09 October 2002 - 01:20 AM
Posted 09 October 2002 - 04:09 AM
Make a game with 2 tick per RL day of 1 hour ingame. So a full day will take 12 RL days to finish.
People would give order to a game client, and before each tick, the game server would collect the data and process them. If you have a battle to do, you will connect to the server and play it. So nobody will wait for the other player who are playing a battle.
I know it's not what XCOM is like, but it will help!
Personnaly I found battle to be the lease interesting part of the game.. I love to research and develop my bases!
Posted 09 October 2002 - 07:08 AM
Our first goal is NOT multiplayer, our first goal is to get a set of source-code that builds into a core game (on one platform is an easier goal than that).
Posted 09 October 2002 - 07:30 AM
To create a game need a lot of analysis.. and not many people love to take the time to write stuff down before doing the real thing!
So lets do the clone first, it's far easier to clone than to create (but not necessary a really easy task)
Posted 09 October 2002 - 09:19 AM
But if we pile on a bunch of hard goal right away at the start. Sure we'll all start banging away at it, at first. But even game companies who are paying people, and making them do tons of overtime, take a long time to meet the goals. In this case the multiple "big" goals won't be met in a satisfying amount of time so soon you'll hear people saying things like "gee guys I can't work on this right now, my grades have been dropping"; and then soon it all falls apart.
Posted 09 October 2002 - 09:24 AM
I think that's easier to build a skeletton of the game from our experience of it than to decompile the game (into Assembly, what else?) and try to understand it: It's less chalenging than to re-create something already existing.
This is my personal view and I will not try to change anything in your project, I just want to be part of it.
Posted 09 October 2002 - 09:30 AM
Posted 09 October 2002 - 03:03 PM
Posted 10 October 2002 - 12:17 AM
* If only the few people working on this end up with a copy (we don't actively promote or distribute the thing) then the owners aren't likely to care.
* Assuming decompiling will work, and I realize this is a big IF, that would only be a starting point. The code would evolve into "origninal" code.
The thing is only legally "bad" once it's done and actively being distributed (assuming mostly copied code and use of the name XCOM).
Posted 10 October 2002 - 03:16 PM
Posted 11 October 2002 - 02:33 AM
Posted 11 October 2002 - 04:44 AM
Posted 11 October 2002 - 05:10 AM
Posted 11 October 2002 - 11:20 AM
Anywhodle, I guess in this case we'd be converting 2D graphics to 3D though, wouldn't you say. I just think it would be fun to have the option to run around in the familiar XCOM battlescapes as seen in first person.
Posted 11 October 2002 - 12:41 PM
Posted 11 October 2002 - 01:02 PM
Posted 11 October 2002 - 01:18 PM
Posted 11 October 2002 - 02:20 PM
Posted 11 October 2002 - 02:46 PM
Posted 11 October 2002 - 02:50 PM
Posted 11 October 2002 - 03:01 PM
Posted 11 October 2002 - 03:21 PM
Posted 11 October 2002 - 03:28 PM
Posted 11 October 2002 - 08:15 PM
Posted 12 October 2002 - 08:30 AM