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XCOMUFO & Xenocide

Research to Use Conquered Alien Bases


Guus

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Quick idea: Why not re-use captured alien bases? Wouldn't it be logical to use it like some sort of testing base, depending on the amount on research already done? Maybe we could include a "use conquered alien base" in the research-tree after you invented all / most alien technology.

 

Do I make sense?

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I think not. Humans and aliens have very diffrent requirements. Like, what should humans do with anentire room filled with alien food? Eat it? :Poke:

 

I think it would be cheaper to just build another base. And on a technical site of it, you can max have 8 bases. This coud easily fill up open slots.

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I think they strip down the place and destroy it so the Alien's can't reuse it themselves. Besides, if u reused their base then they'd know exactly where to go 2 find u wouldn't they?
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Yeah, and youd be like

"Hey, how the heck did you find us so quick? Oh, right..."

 

Having the alien base would not be of much use, and there is nothing in the base itself that needs to be researched (ignoring the components of course, which can be taken out).

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Yeah, I think that you should just get large amounts of alien stuff. For instance, the aliens have to have an armory, right? Otherwise, where do all of the aliens launched from that base get their guns? :wacko: Then you should get elerium because it is used as ufo fuel, and bases are to supply ufos. Im sure you could think of more.
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I guess an armory could be quite good. They should have clips and grenades and stuff stored there. Instead of adding and actual storage area/armoury, you could just add a random amount of stuff to the loot you get at the end of the mission. Im sure the clips would go down well, and elerium would be useful for sure.
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But then there also should be a large (make thatvery large troop component, so you really have two options: go in, destroy the command post, get out. OR, get in, SAD every alien there is and loot the place (kinda like in TFTD but with even more nooks and crannies filled with aliens ^_^ )
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  • 1 year later...

*revives topic for the heck of it* :D

 

On the issue of using alien bases by your side...

 

Considering I'm sure they'll be a base cap limit number as the first game had, I think if capturing alien bases were a possibility, perhaps it should be a temporary affair (although I do think the forceful taking and holding of territory concept is still fun). Now I realize too that some humans will have compatibility issues with whatever else is there, so I propose something else here relating to the original poster's idea...you'd have to research a few things prior to gaining that temporary tactical ability.

 

The research ideas I can think of here that would make sense would be the ship research topics correlating too to whether or not the game will institute pilot units for your side that you can train later on in alien ships. See, humans don't have to know too much about the workings of their bases in my view, just enough about the ships if they can eventually use them for their own goals behind the lines.

 

Their primary goal (once they find out about it of course) will be to take out the big base at Cydonia and I think the best way to do this would be to incorporate a couple of extra steps or expansions to the infiltration mission (so the player can do these too) and/or the supply missions.

 

Maybe temporarily taking a base that had a ship berthed there (or a means for you to draw one in unsuspectingly) can be a stepping stone mission to Mars that makes more sense then flying there from the get go in a hybrid like the Avenger which would stick out.

 

Once you reach Mars in the newly liberated ship, you lose the first alien base you took in favor of the option of building your first Mars base.

 

The only other research idea I can think of to make this plausable would be that your people would have to know enough about brain wave activity from their psi stuff in order to fool alien signals coming to that first captured base...something they could rig into the captured control center area to make them think everything's normal for you to lure that ship in. Maybe too you could put its effects on a timer if it worked at all giving you perhaps a week to do what you got to do or you have to try again later with that base or a different one on Earth.

 

Anyway, I like this concept on a few levels.

 

#1. Capturing bases, if even temporarily sounds cool.

 

#2. Brings some meaning to supply missions for both sides and could further be fun by letting the player peform infiltration missions of different varieties/objectives of their own.

 

#3. On the base management level it also seems like a fun challenge (dividing up what you keep on Earth (leaving enough stuff to keep things on a kind of status quo there in the war), but now deciding how many bases is worth the investment for your teams on Mars.

 

#4. Adds a bit of territorial if not strategic common sense to reaching Mars i.e. You don't just get to go up there and knock on the Brain's door right off. Here I think that in order to gain the location, you'd have to interrogate a leader from a neighboring alien base on the planet, all the while trying to fend off, or otherwise divert with decoy tactics, the new foothold(s) you've made for yourself there (as well as whatever is still being dealt with on Earth).

 

edit:

 

#5. The thought of simply being able to play in a few environments the first parts of the game lacked. It'd just be neat to see new places or locales now and then.

Edited by Snakeman
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