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Thread: XCOM ideas for dev

  1. #41
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    Quote Originally Posted by MrSourGit View Post
    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

    Nah I don't get mad at forums posts. I just try to answer people's posts in this thread if certain ideas have already been discussed, are sort of included, or are not going to be realistically included. I like challenge and realism too, but these guys are trying to adhere to many of the aspects of the original.

  2. #42
    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.




    Anyway , just a Few lol.
    Education time
    More education

    I know it's really fun to think endlessly of stuff that could be implemented, but it is not the quantity that matters (number of features) but the quality (does this feature make the game more fun? Is it polished? Is it balanced gameplay-wise?). If you ever tried to implement a gameplay design, you would see the point.

  3. #43
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    Quote Originally Posted by babis View Post
    Education time
    More education

    I know it's really fun to think endlessly of stuff that could be implemented, but it is not the quantity that matters (number of features) but the quality (does this feature make the game more fun? Is it polished? Is it balanced gameplay-wise?). If you ever tried to implement a gameplay design, you would see the point.
    Good post.

    I agree fully, you have to always keep in mind the core of the gameplay. Great games have a simple set of rules that combined can give next to endless permutations.

    Then again, I would not disregard all MrSourGits ideas. Until tired you really don't know if they will hold up (just like Firaxis does when designing this game). Variants of stealth and stun mechanics could be implemented, attachments could improve aim, traps could control space (proximity grenade anyone?).

    But I think you have to decide what mechanics you are to have in the game really early in the development, then build upon them. Not add more as the development progresses.

  4. #44
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    Yea, but 75% of them have no place in the game or are WAY outside the current scope.. or just dont make sense (arm mounted weapons when you are already carrying two weapons).

  5. #45
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    Quote Originally Posted by katscan View Post
    Yea, but 75% of them have no place in the game or are WAY outside the current scope.. or just dont make sense (arm mounted weapons when you are already carrying two weapons).
    Yes, I would agree none of them are really thought through and refined but they are not all bad ideas.

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