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Thread: XCOM ideas for dev

  1. #1

    XCOM ideas for dev

    i know you devs are quite late into the game. but i would like to give you some ideas for xcom, even if you ignore this post.. i think it will be pretty cool if you some how included alien autopsy for after you kill them during the missions and perhaps maybe a human autopsy for your fallen soldiers mainly too see what the alienguns do to the human body and how it effects it...

  2. #2
    How about when sending out the skyranger, you want to send escorts with it. Without escorts, the skyranger can get intercepted and shot down.

    And when its shot down, you play a 'reverse ufo retrieval' mission where you are the one shot down and a group of aliens landed nearby to kill you. So it'll be a defense mission to kill waves of aliens coming at you, but it'll be out in the open field instead of a base defense.

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    Quote Originally Posted by timewatch View Post
    How about when sending out the skyranger, you want to send escorts with it. Without escorts, the skyranger can get intercepted and shot down.

    And when its shot down, you play a 'reverse ufo retrieval' mission where you are the one shot down and a group of aliens landed nearby to kill you. So it'll be a defense mission to kill waves of aliens coming at you, but it'll be out in the open field instead of a base defense.
    I like this; thumbs up.

    Also, how about when an Interceptor is shot down over land, there is a chance the pilot bailed out and survived. You then have 12 hours to launch a mission to the parachute or crash site and retrieving the hunkered-down pilot while a fast-moving alien kill team works against you, trying to finish the job. It would give the player a chance to preserve a seasoned combat pilot and recreate the last battle scene from 'Behind Enemy Lines'.

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    Quote Originally Posted by timewatch View Post
    How about when sending out the skyranger, you want to send escorts with it. Without escorts, the skyranger can get intercepted and shot down.

    And when its shot down, you play a 'reverse ufo retrieval' mission where you are the one shot down and a group of aliens landed nearby to kill you. So it'll be a defense mission to kill waves of aliens coming at you, but it'll be out in the open field instead of a base defense.

    Would be a cool idea. UFO assaults can get very repetitive.

    Also is there a separate sub-forum for introductions? Not sure what that Citizen Skywatch is there for. TY

  5. #5
    it would also be cool if you could use a squadmate who has died again, like when they die you can capture thier soul if fast enough, kinda like the warhammer series and you put that soul into a mechanic robot

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    Quote Originally Posted by StealthyGeneral View Post
    it would also be cool if you could use a squadmate who has died again, like when they die you can capture thier soul if fast enough, kinda like the warhammer series and you put that soul into a mechanic robot
    Dreadnoughts aren't dead marines, they are just brutally dismembered, disfigured and maimed marines who are still alive and have earned the right to fight again for the Emperor.

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    Quote Originally Posted by StealthyGeneral View Post
    it would also be cool if you could use a squadmate who has died again, like when they die you can capture thier soul if fast enough, kinda like the warhammer series and you put that soul into a mechanic robot
    You're not serious, are you?

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    Maybe we could get some cool voice confirmations, like "By the Emperor's will."

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    Yeah it would be cool if when a soldier kills a muton it actually consumes the soul of the muton and the world dubs him the mutonborn. THAT'S what this game needs.

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    Quote Originally Posted by Inkidu View Post
    You're not serious, are you?
    LOL ! Best question today.

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    Quote Originally Posted by Gen_Pho View Post
    Yeah it would be cool if when a soldier kills a muton it actually consumes the soul of the muton and the world dubs him the mutonborn. THAT'S what this game needs.
    Indeed, sir.

    Das Muh Ton!

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    Actually I liked the second two ideas while this thread wasy busy by consuming muton's souls

    If quick summarize both of them are about two new types of missions:
    1. Recover mission (rescue pilot/important person) from the aliens
    2. Defending mission (reversed assault). Actally I don't think that escort is all so nessecery, but if your skyranger could be downed it will add more fun. No 'waves of aliens' thoug. Only your aircraft and undamaged UFO landed.

    However you know it's up to devs. Game wouldn't be hurt without this missions.

    p.s. Alien autopsy is obviously conducted by your medics in research labs, or you want to be able to do it by yourself?

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    Quote Originally Posted by Akinaba View Post

    p.s. Alien autopsy is obviously conducted by your medics in research labs, or you want to be able to do it by yourself?
    That would be such a sweet minigame once you do the research of an autopsy you could have a model alien and scalpel off layers and play with the organs and stuff...Wonderfully Gross!

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    Quote Originally Posted by Gen_Pho View Post
    That would be such a sweet minigame once you do the research of an autopsy you could have a model alien and scalpel off layers and play with the organs and stuff...Wonderfully Gross!
    Those who puts the organ to it's propper place -- gets a 5 bonus points! "Alien autopsy" -- play together with your family!

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    Quote Originally Posted by StealthyGeneral View Post
    it would also be cool if you could use a squadmate who has died again, like when they die you can capture thier soul if fast enough, kinda like the warhammer series and you put that soul into a mechanic robot
    Excuse me, but this is awefull. Not cool, sorry.

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    Weapons. I'd like to include anti-personnel mines and grenade launchers. Also grenades should include more varieties like teargas, willie pete and maybe poison gas.

    Edit: sorry not willie pete, I meant incendiary.

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    Quote Originally Posted by Goodfeller View Post
    Weapons. I'd like to include anti-personnel mines and grenade launchers. Also grenades should include more varieties like teargas, willie pete and maybe poison gas.

    Edit: sorry not willie pete, I meant incendiary.
    I remember that there was a multishot grenade launcher when a dev showed us the human technology weapons.
    And i believe incendiary is more or less guarantied. Come to think of it wasn't there some kinda proximity mines as well?

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    Quote Originally Posted by Akinaba View Post
    Those who puts the organ to it's propper place -- gets a 5 bonus points! "Alien autopsy" -- play together with your family!
    There is Dexter, the game.
    You're playing Dexter, a serial killer in Miami, and one of the mini games is you choosing a tool while your current victim is tied to the table in your kill room.
    Then you're getting points for the accuracy at which you execute the shown slices on the screen with the mouse.

    Perfectly normal for your friendly neighborhood psychopath!

    In XCOMEU it would be without the killing bit and the muffled screams, of course, but autopsies aren't for the faint of heart, either.

  19. #19
    Here is a Co-op idea:

    "2-4ppl Each player has it's own faction, either alien or human, turn based globe system, each faction manages their own bases, they can choose to fight the aliens on their own or join in on the ground battles with their allied troops (share units..haha I know, or bring your own set to the scrimm) than both players can benefit from the loot and so forth" In the end the most proficient alien slaying faction wins. Or you work towards a common free earth deal"

    Not sure how you guys feel about this, I though that X-Com could evolve to much higher lvl of existance if there was a co-op option. What'cha think?

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    Quote Originally Posted by Gen_Pho View Post
    That would be such a sweet minigame once you do the research of an autopsy you could have a model alien and scalpel off layers and play with the organs and stuff...Wonderfully Gross!
    Quote Originally Posted by Gazz View Post
    There is Dexter, the game.
    You're playing Dexter, a serial killer in Miami, and one of the mini games is you choosing a tool while your current victim is tied to the table in your kill room.
    Then you're getting points for the accuracy at which you execute the shown slices on the screen with the mouse.

    Perfectly normal for your friendly neighborhood psychopath!

    In XCOMEU it would be without the killing bit and the muffled screams, of course, but autopsies aren't for the faint of heart, either.
    Reminds me more of a cross between those dissect-a-monster moulding toys with the goopy stuff and the plastic knife that used to be all the rage with little kids way back when, and the old "Life and Death" surgery games from the DOS era. Can't help but think that it'd fit better in a hypothetical "good" X-Com FPS spinoff.

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    Problem with full-on multiplayer in this game is that it would take forever to get through a single game, limiting its appeal to just a small subsection of players with time on their hands. Not sure it would be worth their time investment.

    As gamey as it seems, a quick battle option would be the only reasonable way to do multiplayer, and even then, probably wouldn't be a huge draw to the game.

  22. #22

    Wink

    It would have to be a separate mode for sure, Civ has the email option, Total War: Shogun 2 has the best resolution to the co-op/MP battle mode I have seen so far. It would be nice to have that extra mode in X-Com.

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    Agreed.. Shoguns multiplayer solution is quite good.

    I still remember, I had some battles that I thought I was so screwed, but then last minute, something would happen and I would win. Pretty exhilirating!

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    It would be good if we could hand out medals to those who have done especially well in any given mission.

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    (this is the first time I've ever taken part in forums of any kind so here it goes...sorry, everyone, if I miss the proper forum-etiquette or conduct despite reading the "welcome to forum" threads...)

    One of the many things I loved about the original X-Com was the unique nature of the alien ship, the Harvester. I felt it was unique because it showed the graphic of a cow getting dissected. Almost better than anything else in the game, it integrated popular culture into the game and gave me a visceral feeling that this could be real and that our planet was really being threatened.

    I suppose you could argue that other aspects of the game integrated popular culture. A drop in a funding nation's support touched on the popular X-Files/movies/TV/books notion that governments have been in secret contact with aliens. Terror missions and the "Trophy Jar Room" in the alien bases / Cydonia could remind the player of people claiming to be abducted in popular culture. The frequent occurrence of tactical combat in a farm setting could remind the player of popular culture speculation that crop circles were caused by aliens before it was debunked a few years ago as a couple of guys with rope and sticks. (Remember M. Night Shymalan's "Signs" when people proposed that crop circles were navigational signals for alien ships?)

    But I would argue that all of this was pretty subtle in comparison to the Alien Harvester. In fact, when I played the original game in the 90's when I was less interested in mood and I had a less sophisticated mind, I didn't even really think of the crop circle connection. I only thought of that connection in the last few days as I watched and re-watched all the Firaxis interviews in the last month to try to quench my wild enthusiasm for this new game. I think the Alien Harvester reminds players of the paranoia and fear that exists in popular culture in a way that is more bold and direct than these other elements.

    I plead that there be a heavier, more direct draw on such popular culture to take advantage the popular culture paranoia that "they are among us...you aren't safe in your own homes." You could accomplish this in a few ways.

    1. Increase the frequency of Harvester run-ins. They were comparatively infrequent in my games. Imagine landing a squad near an intact Harvester on the ground and seeing a cow being led/carried into the Harvester.

    2. You could leave hints that Harvester's weren't just used for cows. How about hints of human remains? You all watched X-Files and Mulder interviewing people describing abductions.

    3. Show us portions of crop circles right in the tactical setting of farm combat. It could give us the feeling that "we caught the aliens red-handed" while we wandered around looking for the aliens. The crop circle wouldn't have to be the centre piece of the tactical area - just a nice "wink" to the player as part of the combat environment (destructible, of course!) And I assume crop circles would be easy to integrate into the game this late in development.

    4. Perhaps have simple "missions" of funding nations approaching X-Com and asking them to investigate crop circles. You could send interceptors out to fly over the crop circles and take photos which could become a research project for scientists.

    Perhaps initially, the scientists would also dismiss them as hoaxes created by a couple of guys with boards and rope, like in real life. But perhaps over time, as you interrogate alien navigators, you would learn that crop circles really do have significance as navigational aids or whatever. And perhaps over time, the crop circles would take on some new level of mathematical or pattern complexity that would make your scientists go "whoa, these ones are different from what we saw 6 months ago..."

    Perhaps the number of crop circle occurrences increase as alien base activity ramps up? Perhaps crop circles could be one of the signs of an alien base somewhere?

    I think using crop circles in this way could create an extra level of fun and discovery as a small narration / plot device. Like in many Hollywood movies in which the key to the puzzle at the end of the movie was hinted at in the first few apparently benign scenes, or like Sectoids who show up early in the game as the first, pretty-soon-easy-to-kill alien, they take on extra significance later as the first psionic opponents, crop circles could appear early in the game as an apparently benign, useless observation. But it could take on extra significance later once you learn more.

    The tricky thing to integrating popular culture into the game would be to not make it too bold. Like Jake Soloman said in the Game Informer "Dissecting A Classic" interview, what goes on in the player's head is very important. You could over-do it and make everything too bold and too "look at this...you need to follow this story arc." Just make reference to it and leave the rest to the player's imagination. Don't show us too much of the cow mutilation...just limbs here and there and large pools of blood.

    And if I can make another plea, unrelated to the idea of popular culture...can you please somehow hint at the skulls in ordnance explosions? That is my first fond memory of the original X-Com - the first time I saw those skulls, I laughed out in childish glee! That's when I knew that this game was something special.

    Just my two cents.

    If you care, Firaxis, the original X-Com and Warcraft / Starcraft are the only games I have played in my 20's and 30's. When I first heard a month ago that this game was coming out, you fired up my enthusiasm. So much so I even read and actually contributed to a forum!

    I look forward to release date! Go Firaxis!

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    Quote Originally Posted by Inkidu View Post
    You're not serious, are you?
    I'm pretty sure he never played the original...

  27. #27
    in a matter of fact i have played the original. im actually playin it rite now

  28. #28
    Quote Originally Posted by katscan View Post
    Agreed.. Shoguns multiplayer solution is quite good.

    I still remember, I had some battles that I thought I was so screwed, but then last minute, something would happen and I would win. Pretty exhilirating!
    Me too, fog of war worked really nicely with the constant changing weather conditions and affecting Ai with it. I wonder if that would be something that XCom Devs would consider. Different parts of the world provide a number of weather conditions that occur randomly through out the globe. Massive storms could be a good cover for Alien to launch their black opps against key targets of humanity, including our own base.

  29. #29
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    A guy named DazzD had a simply brilliant idea that must be put here.

    -You can research the option for the SHIV to join on to the bottom of the lander craft. This way it is external and takes up no ones place.

    Then i got inspired and made some ideas of my own regarding SHIV's...yeah i know it's probably too late to change things but here you go.
    I hope we get to know what kinda terrain the missions are in before we assign weapons,soldiers, SHIV's and such.
    What about having three weight classes to the SHIV's?

    Light
    Pro's: -Cheap
    -Fast.
    -Smaller than the other weight classes and therefore harder to hit (think of it as XCOM's answer to the D&D halfling)
    -Two light SHIV's take up only one soldier slot. Can carry two of them externally when researched. See DazzD's post #20 just above.
    Con's -Only light weaponry performs optimaly(equalent to pistols, SMGs). Heavier weapons with rifle/shotgun sized rounds gets severly reduced accuracy due to recoil and a light SHIV's weight.
    -Only light energy weapons(pistol sized) can be used due to the power capacity of the onboard battery/power generator.
    -Light armor only.
    -Can't mount multiple turrets.

    Middle: can mount almost anything.

    Heavy: Pro's -Heavy armor.
    -Can mount the heavyest stuff that's unnavailable even to the middle weight(for example the heavy cannon i mentioned in post#4).
    -Ability to absorb the recoil of the heaviest weapons without reducing accuracy.
    Con's -Easier to hit due to size.
    -Slow.
    -Takes more space in the Skyranger. Takes up the space of two soldier slots instead of one untill you research DazzD's idea of mounting it externally on the Skyranger(see above post #20).



    To summarize my idea of the legs, tracks, hovercraft(SHIV helicopter?) and wheels Pro's and Con's. I'll call it locomotion types for now.
    Legs
    Pro's
    : -Able to go through roughest terrain and climb stairs.
    -Can use cover just like a soldier.
    Con's-It's slower as well as easier to hit due to increased height.
    -Lighter armor than it's weightclass would normaly have.
    -Decreased to accuracy due to recoil because of balance issues.
    -Can't be a heavy.

    Wheels
    Pro's -Fastest of all locomotion types when on pavement and roads.
    Con's -Doesn't do well on rough terrain (slows down a lot). Preferably used on pavement.
    -Shots to the tires immobilise it?

    Hover
    Pro's -Can fly and hover just like a helicopter.
    Con's-Only medium hover SHIV's can mount weapons and armor.
    -Can't be a heavy.
    -Severe limitations on carry weight, weaponry and armor.
    -Only light weaponry performs optimaly(equalent to pistols, SMGs). Heavier weapons with rifle/shotgun sized rounds gets severly reduced accuracy due to recoil while in the air.
    -Only light energy weapons(pistol sized) can be used due to the limited power capacity of the onboard battery/power generator.
    -A light weight hover SHIV can't mount any weapons or any armor.
    -Can't mount multiple turrets.

    Tracks

    Pro's -Best carry weight.
    -Good on rough terrain.
    Con's -Slow(a tracked heavy gets to the front mostly when the battle is done so load it with longrange weapons and good sensors).

  30. #30
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    I think there needs to be more diversity in the missions. The original's missions were a little repetitive in so much as you had to kill all aliens. I think that there should be other mission objectives like defend so many civilians or take out individual aliens. It would be great if you had a mission were you had to go and retrieve a certain alien for research. Was also thinking of hit and run missions where you had to destroy certain areas of an alien base to cripple there progress but otherwise you'd be outmatched if you tried to take on the entire base.
    You could have escort missions where you have to protect a nations VIP's across a map while aliens assault you. Possibly have the reverse as well which would have you trying to assassinate alien commanders.

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    Quote Originally Posted by timewatch View Post
    How about when sending out the skyranger, you want to send escorts with it. Without escorts, the skyranger can get intercepted and shot down.

    And when its shot down, you play a 'reverse ufo retrieval' mission where you are the one shot down and a group of aliens landed nearby to kill you. So it'll be a defense mission to kill waves of aliens coming at you, but it'll be out in the open field instead of a base defense.
    Awsome idea timewatch.

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    @Zxc

    Disecting cows and crop circles, not sure I would go to the extremes that you are talking about but that could be interesting to see a live cow in the middle of an alien craft, much less dogs and other animals. It would just be good to add earth animals to the game in general. A random chicken walking around the farm where you just downed an alien ship. lol if they put the motion senser in this game that could add the "crap its just the cat moment" with the "wait then where is the alien" moment right behind. I would laugh my self to death if I saw aliens making crop circles in a field with sticks and steem cans, but if they just had a random crop circle or so made by the map generater that would be enough.

    Just no anal prob visuals please, lets not go there. lol

    My own idea, maybe not worth anything but i would like the aliens to have a GRAVITY TRIP MINE that you would set off and it would suck you to it then levate you in the air until someone shot or deactivated it. Making that soldier unable to move or act and if your last guys is in one, they get a live capture. Kinda the way stun boom used to knock you out and you would stay down unless another soldier used some stimliant from the med kit or until the gas would wear off. I just like the mental image of one of your guys floating there. Maybe only for alien harvister missions and they catch and non-alien NPC as well dog, civilian, or "venilla military" if they are in the game.

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    I don't know what I said that suggested that I wanted to see live mutilations of cows or aliens making crop circles, Clayton Cross. Sorry, maybe I wasn't expressing myself properly. My memory is a bit foggy from not playing the game for a couple of years but I swear the Harvester had a graphic of a cow strung up by its legs. That's all I meant - seeing me think of alien mythology in pop culture. But then again, I've read a lot of articles since that last post. I have a feeling Firaxis thought a lot about alien mythology in pop culture - I think I'm going to be very satisfied.

    I love your idea of live animals. And if your guys "used up" their reaction shot on innocent stray animals? Awesome!

    Anal probes...you said it...not me!

  34. #34
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    What is the max lvl for an individual soldier?
    How many can you have in reserve?
    How many classes are there (what they are would be nice too, ; )).

    Will there be close quarters kills that the soldiers can do (for each alien) and vice versa? Also, if so, will equipped weapon designate what they do, or will their class possibly? I can totally see a Assault soldier shotgunning a Muton in the leg or chest, jumping up onto their prone form to shoot them point blank in the face.
    I mean, if a Muton/Berserker can pwn a soldier like the one did in the video, why not be able to return the favor with equal style?

    Does switching to your sidearm cost a move? It would kinda make sense, since reloading costs a move. A sniper has to reload and a Thin Man jumps up right next to you. Quick draw and empty your clip into it before you hike it away from them (I think the Game Informer said they explode).

    Since you can quietly open doors as opposed to a hard entry, is there a chance that enemies won't become automatically aware and you've have a chance for an ambush scenario? Like instead of the Insectoids looking over at you like alerted animals, you see them doing whatever they were doing (eating that body, or whatever). Your chance to crit would be higher, if not your chance to hit period.
    I mean, there would still be a 'Here they are!' scene minus them noticing you, and scrambling for cover in the first round. Just a thought.

    If you CAN sneak up on them pre-skirmish, make you can drop them immediately with the Arc Thrower since they aren't initially aware and their adrenaline (or its equivalent) flying around. Once again, Crit chance or something.

    Lastly, will classes look different at all? or with perks from class? Like, Civ Rev comes to mind. You could boost them with the Infiltration bonus, and they'd get black armor and such. Or will any variation in appearance (if any) come soley from different/unique armor? Or can you customize that from the beginning (like color if nothing else; black, green, gray, camoflauged, etc).

    Last thing. Maybe critical damage could literally cause you to lose a limb, BUT, with the alien technology (especially if you capture a Floater or some equivalent), you could research Cybernetics so you don't lose the unit to much.
    Plus hopefully they have psychiatrists to help with keeping your soldiers from losing Will permanently due to critical damage.
    These are mostly questions (and things that, I myself, wouldn't mind having), BUT, if none of these are implemented, maybe they could be ideas that are turned into DLC or something if people are interested enough in them.

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    How about when sending out the skyranger, you want to send escorts with it. Without escorts, the skyranger can get intercepted and shot down.

    And when its shot down, you play a 'reverse ufo retrieval' mission where you are the one shot down and a group of aliens landed nearby to kill you. So it'll be a defense mission to kill waves of aliens coming at you, but it'll be out in the open field instead of a base defense.
    I like this idea, with one condition.... NONE of your men die in the skyranger when it goes down... I know this is a little unrealistic, but NOTHING would infuriate me more, than having a VET, over 20 missions say, or Captian just being taken out the game.

    Nothing would cause the controller to be at terminal velocity when it hits my plasma TV..... than that.

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    Seems like the designers of this game feel that they know best and I doubt they're looking for ideas. What I mean is, the shift from TUs (major change), squad size, and all the stuff like that. They didn't ask for opinions, they're just doing what a very small number think is best. So...unless Firaxis pulls a Civ 5 and fires the lead designer after release THEN listens to fans for the first xpac...you're wasting your typing.

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    Well, if they aren't in, hopefully there is hope for the good ideas (I like the Skyranger rescue missions myself).

    Heck, might be in there already. If not, always DLC. Maybe they'll be free if so, lol. Civ Rev had a few DLC that were free maps both MP and SP.

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    Quote Originally Posted by StealthyGeneral View Post
    it would also be cool if you could use a squadmate who has died again, like when they die you can capture thier soul if fast enough, kinda like the warhammer series and you put that soul into a mechanic robot
    .....I'd rather get naked with a popper , sorry.


    Im playing though xcom apoc for the 1st time in years , doing rly rly well so I'll list just some item ideas , not sure if they will be or have been in the game before:

    •invis cloak , only once you attack are you seen , should cost a ton to have , show up on motion detector or heat detection
    •heat detection (certain aliens could be col blooded and not show up, keep things hard)
    •workshop customisable ammo ... There's so many diff things that could be done with that
    •arm attachment weps (don't want to be terminator , but later I the game would be a lightweight wep to keep unit reactions quick )
    •motion sensor built into helmet ?
    •acid nades ? Ruins alien and your characters armour (I think there is/was a launcher like this at some point though ?)
    •flash bangs ?
    •weapon attatchments ? Like bayonet or a saw on the end (not OTT like gears or war) lol
    •traps ? A lot of possibilitys with this 1 ? Base defence or covering when your in position to attack .
    •research what might lure an alien type to a certain area ?
    •mass choices of politics between factions ... On my xcom apoc ATM I got a few lil organisations unfriendly for some unknow reason , in this xcom I'd love to know why I've upset them and have them come to me with 'we will change neutral with you if you do this ****$ , or attack ****** ... Or just pay too lol . I want to be able to threaten organisations , make deals , peace treaty's , declare war , hostage negotiations ..... The limits here are non existent !!!!
    (rly I think I just wanna re-raid cult of Si and just send all thier members to thier negotiator in lil pieces lol.
    •Holograms
    •Disease in your base/squad , members infected and need to run tests on all members , could kick off a fight or defence.
    •Expand x-coms funding by setting up business's which rival the other organisations hold on the market (odviously producing rivalries)
    •x-coms own lil mechanical version or a brainsucker ? Should cost a pretty penny though , or ages in the workshop.
    •Auto set troops to change ammo per diff alien or enemy.




    Anyway , just a Few lol.

  39. #39
    Join Date
    Mar 2012
    Location
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    2,207
    Quote Originally Posted by MrSourGit View Post
    .....I'd rather get naked with a popper , sorry.


    Im playing though xcom apoc for the 1st time in years , doing rly rly well so I'll list just some item ideas , not sure if they will be or have been in the game before:

    •invis cloak , only once you attack are you seen , should cost a ton to have , show up on motion detector or heat detection
    •heat detection (certain aliens could be col blooded and not show up, keep things hard)
    •workshop customisable ammo ... There's so many diff things that could be done with that
    •arm attachment weps (don't want to be terminator , but later I the game would be a lightweight wep to keep unit reactions quick )
    •motion sensor built into helmet ?
    •acid nades ? Ruins alien and your characters armour (I think there is/was a launcher like this at some point though ?)
    •flash bangs ?
    •weapon attatchments ? Like bayonet or a saw on the end (not OTT like gears or war) lol
    •traps ? A lot of possibilitys with this 1 ? Base defence or covering when your in position to attack .
    •research what might lure an alien type to a certain area ?
    •mass choices of politics between factions ... On my xcom apoc ATM I got a few lil organisations unfriendly for some unknow reason , in this xcom I'd love to know why I've upset them and have them come to me with 'we will change neutral with you if you do this ****$ , or attack ****** ... Or just pay too lol . I want to be able to threaten organisations , make deals , peace treaty's , declare war , hostage negotiations ..... The limits here are non existent !!!!
    (rly I think I just wanna re-raid cult of Si and just send all thier members to thier negotiator in lil pieces lol.
    •Holograms
    •Disease in your base/squad , members infected and need to run tests on all members , could kick off a fight or defence.
    •Expand x-coms funding by setting up business's which rival the other organisations hold on the market (odviously producing rivalries)
    •x-coms own lil mechanical version or a brainsucker ? Should cost a pretty penny though , or ages in the workshop.
    •Auto set troops to change ammo per diff alien or enemy.
    Allow me to help:

    1)gamey. You could theoretically recon the whole map, all locations of enemies, prior to decloaking and attacking. Messes up balance so not going to happen
    2)motion detector or some form already in the game
    3)ammo types are not in the game
    4)silly and no point. If you have a primary and sidearm then any arm attached crap would just get in your way.
    5)irrelevant since inventory is gone and time units are gone
    6)'status' type grenades already included
    7)flashbangs would make room breach too easy, but yea, not bad idea
    8)attachments or weapon mods possibly already in
    9)traps and lures are eh +/- since you are attacking most of the time and placing one would waste an action/movement so no point
    10)organizations not included
    11)holograms pointless given the combat system
    12)Eh? Disease?? No "inside base defense maps" so no chance to have fighting inside base
    13)Brainsucker?
    14) Not gonna happen, no different ammo types

  40. #40
    Join Date
    May 2012
    Posts
    17
    I'm not sure if your being genuine or mad due to the age rating post :X

    I think some of the ideas have potential than you can see , think Into them a lil deeper , I'm not the kinda gamer that loves to add stuff like 'mechanical robot soul' or whatever it was . I like a challenge and as much realism as
    Possible

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