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XCOMUFO & Xenocide

Gradea

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Everything posted by Gradea

  1. ok, so this is kinda a pointless feature, but i think being able to read newspapers and or magazines (inquierer anyone? (infack corect speling anieone?)). mostly this would be comic relief, though it could serve as an indicator to a countries opinion of you.
  2. i know this, if implimented, would be way past V1, but i was curious if you could make map, unit, and campaign editors for this game? it would allow players to create custom settings (for greater ease/difficulty) and even out and out mods (like doom with squads). or atleast allow what Total Anihilation had, the ability to have users slam out a near endless stream of content (like the hundreds and thosands of custom TA units you can download)
  3. the limited saves should be a totaly diffrent option then difficulty. im sorry but i hate having to chose between fighting actual decint AI and challenging creatures and having enough saves so i can leave my computer once in a while. Infact im quite fond of the games that let you set each aspect of dificulty (funding, alien resorces, alien AI, number of aliens per mission, number of ships apearing per month and all) individualy. you can never have too much custimization.
  4. boy, that attempt to change the topic off highly religious/offencive content worked well...
  5. the reason i want a condenced thread is to eliminate scrolling, which would reduce the ammount of repeats and make looking over all things sugested much easier for everyone, you did it with base defence topics and have a "put all things here" thread for other subjects, i just thought it would make things easier.
  6. "Titan" the single largest type of creature in the game, this robotic monster occupies more squares than a hover tank (4x6, 6x6, 6x8, or something else huge) and mounts two plasma launchers ontop of a turrent on the back of its segmented, centepede like frame.
  7. i dont like the idea of having completely random anythings determin if my best squads live or die...losing hours of play to a random chance is very unfufilling
  8. can i get a list of all suggested weapons? i had a few of my own Super heavy (can be carried but not fire untill mounted if this option is implimented) -One multi shot rocket launcher -One extra large rocket launcher -One combo once you've reasearch the super advanced balistics technology -Machineguns (in 3 or so levels as you advance) -Morter Heavy -Mini Gun (like auto cannon, but bigger, and only armor piercing) -Auto Grenade Launcher -Flame Thrower ("how do you like your muton?") Medium -Assult Rifle (basicly a slightly improved rifle you can get with a little research) -Shotgun -Assult Shotgun -Submachinegun -Sniper Rifle -Law (same as rocket launcher, but lighter) Small -Auto Pistol -Sawed Off Shotgun -Flare Gun Thrown -Stun Grenade -Nerve Gas Grenade -Flashbang Other -Claymore -Trip Mine -Alarm/Sensor
  9. and lets not forget super weapons that have level 10 plasma and level 10 fusion as a requirement
  10. too much evil? no such thing! having several alien factions fighting eachother could be...interesting, especialy if you want to give xcom the ability to colonize other planets...(they get income from mining instead of country funding) but this is a major change from the very genra
  11. infact it can speed up research! create a telepathic item that linked scis minds...
  12. well not neccisarily, how close to a target does a b-2 have to be?
  13. i very specificly said above hover range... basicly it gives us a new kind of craft to waste our money on... one that can go over the larger buildings (assuming you limit normal hover range) but cant opperate that close to the ground.
  14. 1) "yes, the other world wide missions and previous missions into our coutnry were all false" sorry, dont like this idea on either the grounds of balance or making sense 2) mabye after a terror mission if you save him 3 and 4) i like...include other items and lab and enginers "sorry sir...i didnt know the laser cutter was on..."
  15. id like a "caputre a ship while its in the air" mission. hehe, punch a hole in the wall while its almost out of the atmosphere, room closes the next turn (unless its breached) and everyone starts geting sucked out, those without self sustained oxygen (hover tanks and the hover or power armor would qualify im sure, along with SOME aliens (not all)) would black out immeditly, anything that gets sucked out is dead. period.
  16. how about instead the aliens can siege a base, cutting off its accees to outside materials? this last untill you send a ship to blow the aliens out of the sky (mabye a later research option can be a special, long ranged defence that can hit sieging aliens) in the mean time, no materials can be brought in for production, and, say, signal jammers and assults on any connecting cables cuts off normal comunications (no research). And while i find the base damage realistic...5 sectoids with blaster bomb launchers= 10 million in damages...if you do in any verson impliment that, be generous with how much stuff survives. (PS i think evacuations should be automatic, but you can rule that only a % of the staff is in the "safe area" which itself is breachable, the rest will be running for it, or locking themselves in rooms waiting for a soldier escourt).
  17. it would be interesting, and i am fond of upgrades, mabye researching telepathic helmets can be a precursor for a psionic interigation room! would be a fun little addition
  18. Hover craft and flying suits are already in the game. airstrikes are being considered. what im thinking of is a kind of craft that can opperate above the hover range (basicly youd have to add more altitutdes to the x-com game), but cant opperate right on the ground, like a helecopter, and some advanced flight suits.
  19. ... ok, more realism in building? you make an automated factory and slam them out in hundres per hour. case and point. if you want something more realistic in the sense it hurts us, small items max at 2-4 enginers, larger weapons get more, (the ships have virtualy unlimited), also for the really big things, couldnt you have more than one base work on them? one group makes one part, another makes another, then they ship one part to the other. of course, you should be able to get advances that can increase construction rate, and if those numbers are too low, well they were a blind guess
  20. the bombing run dont get you any money, its to take out the freaking annoying 60 turns find the one sectoid when you have an avenger full of guys with flying armor type missions. thats it balance, no money, no salvage, nothing, just saving you some time.
  21. thats called a cop out. no way to do antying about it, basicly you just said you had a feature, and didnt put it in, so you included a bad story line reason not to have it. also, i've been wondering, why do base assults have to only be ground attacks? why not bombardments too? a battleship or two (three, four, five...) hovers over the base and blasts away. your defences fire back untill they land for an assult, you drive them off or destroy them, or they reduce your base to x-kibble. also, moving bases, i always hated how once the enemy found your base they attacked it once every ten seconds. i had a gravity shield and four fusion bomb defences once, or what ever they were, so they never actually landed, so instead i spent half an hour doing nothing but click on the buttons in the "your base is under attack" prompt. then i quit. personaly i think you should just be able to move the personel and equipment to a new site, just like building a new base, only it wouldnt cost as much to rebuild all the rooms. as for civilians and base damage, you have to figure they have a place to put all this stuff during an attack, or will we have a ufopedia entry called "you guys are really dense and dont realise you have to get valuable equipment and personel out of plasma range"? you can have it so aliens can hit the bunkers/vaults that hold the people/items though, and THAT could cause the need for major repairs, as could blowing a room into the surrounding earth. and, again on defence systems, id say you have to pay for each room individualy to put in diffrent security packages, and they all have a maintence cost. security could be divided by both level of security and tech level. you could also pay for the bunker/vault, and pay for harder to destroy/easier to repair rooms, just in case...
  22. hi, my first post on these forums, i figured id comment on the idea of having heavy weapons. Personaly i think it would be a great addition to the game. there are similar weapons in real life, and even if you dont think we should compare tactics used in game to ones used by real institutions, just remember how heavy guns have changed war fair IRL, they'd have a similar changing effect on the game, and this is a remake, not a clone.
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