I just wanted to kick around a few ideas I've been brewing on for version +1. Some have been mentioned before but I just wanted to put my spin on it....
1. Public Knowledge of X-Corps' Mission:
Generally speaking, the public in the beginning of the game would be unaware of any alien presence and no knowledge of the X-corps mission. The idea that was brought up of bribing news agencies or the like to lower alien invasion hysteria (which could affect government funding [hysterical populace=less people working/taxes ect], ease/difficulty of alien insertions/bases in areas ect) would add a little flavor. If public knowledge of the X-corp/Alien invaders becomes general public knowledge then there could be repercussions such as sympathetic persons raiding your base, rise of equipment costs ect. This leads to a second point.....
2. Riotting populace/Civilian/Police and Militia:
In major population areas such as terror missions and the like I figure riotting and police presence would be a major issue. First, armed felons/citizens/police with low tech weapons could be fighting each other, or taking pot-shots at aliens (usually with little success). This could lead to problems in the X-Corps rules of engagement as the people are hysterical (including law enforcement) and upon sight of armed "men" coming out of a aerial transport, law enforcement would engage the X-corp members whom they see as armed threats if they dont have knowledge of them (can be relieved if above idea would go through) or hysterical members of the populace could become hostile (with the same civilian casualty repercussions and perhaps a greater impact on funding when killing cops [maybe easier alien access?]) to percieved threats (thugs think you are cops, citizens think you are aliens [power armor does look scary :P "Take a pot-shot and run!"].
3. Specialized Psi-Containment Area/Research
It never made sense to me about psionic/psychic powers that the alien being researched in question couldnt just "control" a scientist and "persuade" him to open its cell and cause general havoc. Perhaps the alien would raid the stores/armory, maybe assassinate a few X-corps agents in their sleep, or could make off in a transport to an alien base or Cydonia with knowledge from the X-corp scientist/agent on base locations (for more frequent base raid rates) or something like that. To combat this research could be obtained for special psi-inhibiting cells or drugs which would counteract this event from happening. It would be pretty cool imo if some alien jacked your skyranger and came back and assaulted your base in the thing
4. Alien Weaponry
Now this depends on weapon malfunctions occuring if that is ever added, but I think that alien weapons should be much more prone to failure/malfunction than human weapons. Cleaning and maintenance of firearms by the elite trained X-corps troopers should be second nature to equipment they are familiar with, so perhaps having a tech-tree for field maintenance of alien weapons could be included, while human weapons are easily fixed and maintained (a perk to those ballistic/kinetic weapons). You could just have all weapons degrade from use or storage, but field maintenance of alien weaponry could be impossible until you research a "training program" for alien weapons. Perhaps your engineers could fix them without trouble in the meantime since they designed them. And certain %'s of degraded weaponry couldnt be fixed in the field at all (human and alien). It would also force agents to carry a back-up or hold out firearm much more frequently than just to rely on the ol' alien tech blaster launcher when ya get it.
More drunken babbling to come... (specially since I am on vacation )
Edited by ChonkE, 05 January 2004 - 05:21 AM.