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Thread: X-com: Enemy Unknown - Alien remake wish list

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    X-com: Enemy Unknown - Alien remake wish list

    I would like to see all of the original aliens in the game but I would like to some minor changes to them to make each one a little more unique. Some of this is already in the old game in some form, some is not.

    • Sectoid
    I see Sectoids as easy kills that killed a lot of my guys on my turn by catching them by surprise with reflex. One of the 2 Psi races, but lesser Psi strength. Instead of mind control I invasion them has having an awareness that gives them initiative. They are the closest thing in strength to humans but there real danger comes from their abilities to get the first shot off more than not.

    - Week even fragile enemy, no armor = very easy to kill
    - Moves slow and cautious, weak and only carries light gear = very easy to hunt down
    - High reflex with only standard accuracy, likes to hide and ambush = They will likely fire first
    - Ability 1: Night vision. Darkness does not reduce line of site or provide cover
    - Ability 2: Psychic Perception. allows them to sense nearby enemies through terrain and behind walls. (That cannot cause reflex, but can allow them to shoot through a wall on their turn.)

    • Cyberdisc (Support Unit)
    I see Cyberdiscs as natural compliments to sectoids. They are stronge, fast moving and accurate weapons platforms that close quickly and drive enemies to seek cover… where the sectoids are hiding. I imagine them closing fast and firing a beam weapon like star trek phasers or masseffect reapers that tracks after a single target in as sweeping weapon that hones in on a target until it is destroyed. The Cyberdisc is a hunter that tends to attack only one target ignoring others until that target is destroyed or out of site. (hints you running inside)

    - Light armor but shielded, hard to kill, but susceptible to critical hits = hard to kill, but you could get lucky.
    - Move very fast and very direct, has a medium weapon mounted. mix of firepower and reduced weight for speed
    - No reflex. But fires very deliberately and very accurately = Enemies may fire first and they better make it count.
    - Ability 1: flight. They are airborne making them excellent scouts and search and destroy support units
    - Ability 2: Shields. While not as effective as actual armor, shields recharge while armor does not so if it takes damage and survives you may have to start all over. Also shields are much lighter and do not reduce movement.

    • Floater
    I see Floaters much like sectoids, but where sectoids hide in cover and are “aware of the enemy”, Floaters cautiously scout out the enemy and attack from unusual or elevated locations. Imagine them clearing a warehouse by floating over instead of searching the isles, they look for hard to reach sniper spots that provide cover and line of site without a natural entry point by foot, and float over entryways where you might not see them when you enter.

    - Week even fragile enemy, no armor = very easy to kill
    - Moves slow and cautious, weak and only carries light gear = slow but maneuverable
    - Medium reflex with only standard accuracy, search from high places or perch in hard to reach places = they will hunt you and be hard to find.
    - Ability 1: flight. They are airborne making for a very different plan off attack
    - Ability 2: Sniper shot. Normally not very good shoots, but don’t give them too much of an opportunity. (holds fire one turn to increase accuracy the second.)

    • Reaper (Support Unit)
    I see Reapers as another good off set. Perfectly complement floaters ranged attacks from the air by making you look close at the ground. Like a small T-REX these monsters run in quickly and bite you in half. (Idea credit to Wuzzell) Suggested that they be more narrow and hunt in packs like raptors more than T-Rex.

    - Very durable but not by armor or shields… there just that tough. = Most health of all the aliens. No criticals, because there is no chance of finding a hole in none existent armor.
    - Moves fast and direct, has no weapons but the mouth. = Yep like a T-Rex
    - No reflex because it has no range. High accuracy. = the best defense is distance.
    - Ability 1: Pack mentality. Causes Reapers to hunt together giving a small speed boost of frensy when persuing the same target as another reaper (Idea credit to Wuzzell)

    • Snakeman
    I see as perhaps the best shot of the standard soldiers because their movement does not move there torso so they maintain steady aim at all times as if they are a living tripod. It also allows the support of formidable armor. However the stability comes at a price as well. They lack of legs makes stairs and especially ladders more difficult.

    - Moderately Tough with Medium armor = Significantly tougher then sectoids and floaters
    - Medium speed, medium weapons = well rounded speed and fire power
    - Medium reflex, High accuracy. = best shots of standard forces but ethereals, very direct assults
    - Ability 1: Mobil assault. Fire while moving (move, fire, move in any order with no accuracy loss)

    • Chryssalid (Support Unit)
    I see these like fast moving armored zombies! Lol, Joy of joys! Run little soldiers RUN!!
    Snake men are traditional paired with these but they are really good with anything but Sectoids. Being that the last place you want to be is in a building with Chryssalid and Sectoids so you would tend to stand outside and just blow the buildings up with grenades and rockets rather than go inside. Chryssalids are like zombies they just run around killing anything human and making more. Your soldiers are no more or less a target than civilians and if you map runs long you can be overrun quickly. They are widely considered the scariest support unit unless you can fly.

    • Tough with Heavy exoskeleton (armor) = you will need firepower to take them down not just a built to the head.
    • Very fast! lethal weapons = one tough and your gone
    • No reflex because of no range, 100% accuracy. = don’t let them touch you at all cost
    • Ability 1: Spawn. Infect an adjacent human turning it into an easily killed slow moving “zombie” which is immune to stun or capture until killed. When killed it becomes a Chryssalid unless killed with fire of some sort.

    • Muton
    I see Mutons as the true back bone of the Alien assault force. They are tough fast and heavily armed with no real weakness. Not particularly smart but known to received tactical assistance from Etherreals by psychic connection.

    - Tough with heavy Armor = second highest health and defense of standard force units
    - Moves Fast, strong and carries heavy weapons = super human strength and endurance
    - medium reflex, medium accuracy = They varied tactics
    - Ability 1: Superior Resistance. Armor piercing and incendiary effects are voided (meaning that most attacks with Armor piercing and incendiary would do less damage than normal attacks after bonus is lost!)

    • Celatid and Silacoid
    Celatid is an acid sniper worm and Silacoid is target practice. I would remove them both in support of using other more interesting aliens. I would consider Thin man as Muton primary support or allow any other primary to support Mutons.

    • Ethereal
    I see Ethereals as floating death. They are the height of alien dominance and undisputed leader of their forces. They have extremely strong mental power that makes many of their offensive and defensive abilities impossible to copy.

    - Very tough and strong mental shields = highest health and defense of standard force units
    - Moves Fastest standard unit, they levitate heavy weapons with them.
    - Very High reflex, Very High accuracy = they lethal with weapons too.
    - Ability 1: Psychic Vision. Allows them to sense enemies without regard to light, through terrain, and behind walls even at a distance. (This ability cannot cause reflex, but can allow them to shoot through a wall on their turn. Does not allow for mind control)
    - Ability 2: Telepathic levitation. allows it to move without being hindered by anything less than full cover terrain when moving and can fire while moving (move, fire, move in any order with no accuracy loss because they support the weapon with their mind)
    - Ability 3: Mental Shields. Due to their mental strength they are capable of creating mental shields that are superior to actual armor, mental shields recharge whenever the ethereal is not stranded by combat (attack or defense, so keep on them)
    - Ability 4: Mind control. Your unit is theirs for a turn; a failed attempt may still cause the unit to panic.

    • Sectopod (Support Unit)
    An alien tank/walker usually used to support Ethereals. It’s what you would expect but really if you have ethereals in number this unit can be removed. It might actually make more since to put 4 mutons instead so the player has a chance as sectopods are sniper tanks and really anything but Chryssalids would be a downgrade that would help the players already hurting against ethereals.


    ---- New Units ----

    • Thin Man
    I see the Than Man as another Sectoid hide and surprise unit. But unlike Sectoids they would appear as civilians until you got up close or they fired, then when you lose sight of them would appear as civilians again. These would make them really good support units for terror missions because they can hide in plan site. Good support for any primary unit and would give a very different dynamic once in a while.

    • Muton Berserker
    I see the Muton Berserkers as slow Reapers and a way to putt more Muton in the game.Good support for Muton and Floaters.


    Any idea or thoughts? Units you would like to see?

    Edit: Changed Cyberdisc to from hover to flight it would mean it would be possible to have and all air assault if floaters are in the game, which would be interesting. On top of that I believe it has been confirmed they fly but this post is a wish list so that is not really as strict concern.

    Edit: Changed Reaper notes per some of Wuzzell's suggestions I agree this would make them alot scarier. ( I played the original X-com last night and it was to easy to kill them with heavy plasma and hiding just inside doorways.)
    Last edited by Clayton Cross; 04-24-2012 at 03:48 PM.

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    They have also announced "no Silacoid"
    Assumptions :
    I loved Snakeman but I think Thin man replaced them.
    Cyberdisc is ever a flying unit heavy armored and I think floaters will not bring anything more (even if I like them).
    And as the cyberdisk looks to transform into a spider, I think it will also replace the reaper.
    I have just a great hope on the Chryssalid

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    I don't think the Thin Men replaced the Snakemen. Thin Men are meant to be human like infiltrators, whereas Snakemen were an army of egg laying invaders barely held in check by the Big Boss. It's possible the Snakemen might get excluded this go around, but i can also see them getting a makeover.

    The Chryssalid is sure to return, creepier and deadlier than ever. Ethereals might make a return as well. The Floaters and Reapers need to be replaced or totally revamped to make them less goofy. In fact, as long as they have Sectoids, Mutons, Cyberdiscs and Chryssalids, i wouldn't mind if they introduced a dozen new aliens to make things exciting and new.

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    Quote Originally Posted by IrishSamurai View Post
    I don't think the Thin Men replaced the Snakemen. Thin Men are meant to be human like infiltrators, whereas Snakemen were an army of egg laying invaders barely held in check by the Big Boss. It's possible the Snakemen might get excluded this go around, but i can also see them getting a makeover.

    The Chryssalid is sure to return, creepier and deadlier than ever. Ethereals might make a return as well. The Floaters and Reapers need to be replaced or totally revamped to make them less goofy. In fact, as long as they have Sectoids, Mutons, Cyberdiscs and Chryssalids, i wouldn't mind if they introduced a dozen new aliens to make things exciting and new.
    I can mostly except, this but to me its not X-com unless you have Ethereals and Chryssalids they to me or more Iconic than Mutons because Mutons are just heavy soldier with nothing special the red one form the credits is not even in the game.

    I do hope then keep snake men and floaters but floaters could use a visual and AI up grade. I downloaded the original X-com from steam last night and it seemed like Floaters and Reapers run around with no direction or strategy more then other races. (I admit I am only replaying on veteran or difficulty lvl 3 of 5) but I think if floaters played more like I describe above it would create more game play diversity. Maybe snake men are similar to Mutons. But Ethereals, Sectoids, Floaters, and Mutons should all have completely different play styles if done right. Support Units, I think Chrysialds are unique, Cyberdisc gives a weapons platform, Muton Berserker as a heavy melee assault unit (I honestly like it better then the reaper), and thin man as described above as a kind of stealth assault unit make a good addons. If you mix the 4 main with 4 support you have 16 different games x2 for night and day as it should effect game play and then hopefully a number of diverse maps should make things diverse and repayable.

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    I think the original aliens are varied enough however I would love to see more terror aliens in game. The chryssalids were the scariest and only one worth worring about towards the end of the game. The silcoid should be tougher and cause more trouble as most of the time it never got close enough to damage troopers. The Reaper should be faster and hunt in packs. The AI should also be more capable instead of trying to get a 2 square wide monster down/through a 1 square wide gap/door. Maybe also you could see Floaters without the hover implants....

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    Quote Originally Posted by IrishSamurai View Post
    I don't think the Thin Men replaced the Snakemen. Thin Men are meant to be human like infiltrators, whereas Snakemen were an army of egg laying invaders barely held in check by the Big Boss. It's possible the Snakemen might get excluded this go around, but i can also see them getting a makeover(...)
    The Thin man is agile and has skin like a retpile (Look at the wrists), that's makes me think that is his substitute. It has no armor like Snakeman (now is the muton who has one). And I think the idea of race infiltrated awesome !

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    [QUOTE=Wuzzell;1533787]The Reaper should be faster and hunt in packs.QUOTE]

    Now that is a very good idea. They could revamp the Reapers to look and act more like those dog critters in Predators. A pack of four legged creatures sprinting towards one of your soldiers is more tense than a goofy two legged thing that gets shot to hell before it even gets close to your troops.

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    Quote Originally Posted by simoco View Post
    They have also announced "no Silacoid"
    Assumptions :
    I loved Snakeman but I think Thin man replaced them.
    Cyberdisc is ever a flying unit heavy armored and I think floaters will not bring anything more (even if I like them).
    And as the cyberdisk looks to transform into a spider, I think it will also replace the reaper.
    I have just a great hope on the Chryssalid
    I find it hard to understand why so many people think that Thin Men have replaced Snakemen - there are no similarities between the two whatsoever!

    Edit: Great post, OP.

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    Quote Originally Posted by simoco View Post
    The Thin man is agile and has skin like a retpile (Look at the wrists), that's makes me think that is his substitute. It has no armor like Snakeman (now is the muton who has one). And I think the idea of race infiltrated awesome !
    Yeah, the Thin Men are definitely serpentine in nature, and could be related to the original Snakemen, but it's like comparing apples and oranges in the terms of design/equipment/tactics/etc. It's possible they could be the new re-imagining of Snakemen, but if so, then i'll be a little disappointed. I'd rather see the new Snakemen soldiers look like a heavily armored Naga or some similar humanoid with a snake tail. Hell, i wouldn't mind some creepy spider alien that crawls up walls and along ceilings.

    Just have to wait and see i guess.
    Last edited by IrishSamurai; 04-24-2012 at 04:13 PM. Reason: typo

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    Quote Originally Posted by simoco View Post
    The Thin man is agile and has skin like a retpile (Look at the wrists), that's makes me think that is his substitute. It has no armor like Snakeman (now is the muton who has one). And I think the idea of race infiltrated awesome !
    No, for me the wrist thing is to demonstrate the fact that the aliens haven't quite managed to perfect their 're-imagining' of the human being - he's noticeably alien if you look close enough. I would be amazed if the Snakeman has been dropped - imagine how cool they could make them look with modern tech. Cool, creepy and disgusting is what I'd be aiming for.

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    Quote Originally Posted by simoco View Post
    The Thin man is agile and has skin like a retpile (Look at the wrists), that's makes me think that is his substitute. It has no armor like Snakeman (now is the muton who has one). And I think the idea of race infiltrated awesome !
    Maybe they Then Man are made from genetically altered snake-men, but It wouldn't make since to alter all of them. There should still be snake men left even if just in lore. Kinda reminds me of V.
    Last edited by Clayton Cross; 04-24-2012 at 04:09 PM.

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    Quote Originally Posted by Clayton Cross View Post
    (...)Kinda reminds me of V.
    Me too And since it's a genetically modified species, we can expect to see the native reptilian species.

    Quote Originally Posted by SectoidSquisher View Post
    (...) I would be amazed if the Snakeman has been dropped - imagine how cool they could make them look with modern tech. Cool, creepy and disgusting is what I'd be aiming for.
    And do not get me wrong. Like many people, I would like to meet again the Snakeman. But I sincerely think they will not design species that would have too many similarities in terms of gameplay (nowadays it would be meaningless).
    If they keep the snakeman, I only wish they evolved him into another thing than a simple warrior with a gun and an armor (it is already the job of muton).

    We'll see...

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    For Snakemen, I would expect to add a venomous melee attack, or some sort of gameplay mention of the Snakemen's egg-carrying capacity.

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    Quote Originally Posted by simoco View Post
    Me too And since it's a genetically modified species, we can expect to see the native reptilian species.


    And do not get me wrong. Like many people, I would like to meet again the Snakeman. But I sincerely think they will not design species that would have too many similarities in terms of gameplay (nowadays it would be meaningless).
    If they keep the snakeman, I only wish they evolved him into another thing than a simple warrior with a gun and an armor (it is already the job of muton).

    We'll see...
    Agreed. Easily done though - just make use of those 'fifty eggs' each one carries around with it. Imagine an enemy that can produce small, deadly creatures at certain times throughout missions? That would differentiate the Snakeman from the Muton.

    Good call on the 'V' angle Clayton.

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    I think having them lay eggs and spawn more is fine and fits existing lore but needs to be slow and limited or it will make them to much like Chryssalid. Maybe a week fast moving spawn. Muton are heavy assult and should run from cover to cover laying down suppressive fire and using the big guns to destroy cover and well you if you don't stay out of site, that doesn't imply accuracy only that they are the bulk of the force and hold the real fire power. I think snake men could compliment then and differ from them as a fast assault group that closes fast (largely ignoring cover as that would slow them down) while firing medium weapons accurately.

    More to the point:
    Mutons would hold and defend a point on the map if they can. They would be hard to kill and too dangerous to fight out right. They not likely to hit you with every shot but are going to take your cover way with their misses so waiting out side isn't an option ether. you need to move and take good shots to when as well as separate so the can not concentrate fire.

    Snakemen would be easier to kill but would be attacking you the second you leave our ship and more each turn. If the battle turns against them the should quickly retreat and lay eggs to hold you off in the hope of weakening your soldiers for the final fight. They are likely to make some early kills if you don't get cover quick, so you dig in right away when you see them. group up and fight together to hold a point. When they are weekend you stay grouped together to thin any spawn and use number against the remaining few.

    I think that is different enough.

    They are both primary forces so I don't imagine they would ever fight together... that would kinda suck, lol. but the game needs "hmm .. maybe I should retreat this time" moments any way, thats X-com.

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    Quote Originally Posted by Clayton Cross View Post
    Mutons would hold and defend a point on the map if they can. They would be hard to kill and too dangerous to fight out right. They not likely to hit you with every shot but are going to take your cover way with their misses so waiting out side isn't an option ether. you need to move and take good shots to when as well as separate so the can not concentrate fire.

    Snakemen would be easier to kill but would be attacking you the second you leave our ship and more each turn. If the battle turns against them the should quickly retreat and lay eggs to hold you off in the hope of weakening your soldiers for the final fight. They are likely to make some early kills if you don't get cover quick, so you dig in right away when you see them. group up and fight together to hold a point. When they are weekend you stay grouped together to thin any spawn and use number against the remaining few.

    I think that is different enough.

    They are both primary forces so I don't imagine they would ever fight together... that would kinda suck, lol. but the game needs "hmm .. maybe I should retreat this time" moments any way, thats X-com.
    I think these are great thoughts on alien tactics. I don't see why primary forces couldn't work together however creating those moments where you've just got through one fight only to find more aliens hunkered down allowing the different alien tactics to compliment each other and wear your men down. Would love the challenge personally

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    Floaters confirmed in the game (and they teleport too)
    http://www.gametrailers.com/side-mis...-enemy-unkown/

    Thanks to Brian Damage

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    Good post! So far I like all the new aliens that that have shown us. It would kinda suck if they have replaced some of the old school ones but we will have to wait and see. I get the feeling that they are holding back a whole lot of info on the units at the moment. Probably choosing what to include and what to bin.

    I am with the guys above. The Thin men have an entirely different role then the snake men so I dont think they are a replacement. I am pretty sure one of the first interviews said that the scales on the arms were because they have not perfected a human clone yet.

    Quote Originally Posted by SectoidSquisher View Post
    Agreed. Easily done though - just make use of those 'fifty eggs' each one carries around with it. Imagine an enemy that can produce small, deadly creatures at certain times throughout missions? That would differentiate the Snakeman from the Muton.
    Now that is a cool idea. The snake men throw eggs that spawn little creatures. As long as they are not the brain suckers from apoc I will be happy. Those things really knew how to piss me off A few of those drop and BAM 1/2 your team turns into alien sock puppets. Along the same lines as your idea the eggs can lay snakes that spit the same venom as the Thin Men.

    Good find Clayton/Brian....
    The Floater is really, really aggressive and that, as a flying enemy, he can teleport anywhere around the battlefield in search of any soldiers left to find. I also found out that the Floater will operate in packs, tying down you or a squad mate in one area and then teleport behind the lines to sneak up on other unsuspecting members of your team.

    Now that sounds like a cool unit. It can pin soldiers down and out flank with the teleport by itself. Then it also hunts in packs! That sounds like one of those 'Ah crap those guys are in this map!' sort of units.

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    Mmmm... a completely different kind of Floater. Seems that this time round there will be no walkover species - that's a good thing.

    Yeah - note to devs? When I said small creatures, I definitely did not mean any kind of brain sucker type creature! Those things are just plain annoying.

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    Quote Originally Posted by SectoidSquisher View Post
    Yeah - note to devs? When I said small creatures, I definitely did not mean any kind of brain sucker type creature! Those things are just plain annoying.
    Yeah amen to that.
    Another thing they could add to Snakemen is some form of carmouflage.
    Give them some cameleon like ability to blend into the background (not get comppletely invisible) while standing still.

    Or give them the ability to hide either under the earth or in small cracks or pipes around the map.

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    Quote Originally Posted by Alucardex View Post
    Yeah amen to that.
    Another thing they could add to Snakemen is some form of carmouflage.
    Give them some cameleon like ability to blend into the background (not get comppletely invisible) while standing still.

    Or give them the ability to hide either under the earth or in small cracks or pipes around the map.
    Another interesting idea. Camouflaged and laying eggs. Hmm.. You would have to hunt them down before you get over run with spawn (good thing you don't run out of ammo or you could find them and go click click, ... crap this sucks)

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    It ac-cures to me that if they are making muton variants they could make a "muton II" designed for reduced logistical support and enhanced specifically to fight humans. This could be a gate way for a muton that looks more organic than techno (reflecting the original muton lore), because their studies of humans have made them aware that Humans would be largely unwilling to graft living armor to there skin and it would make a regenerative organic armor an advancement that humans would not likely upgrade to and give them and end game advantage that would allow for endgame difficulty. Also it would help alien logistics to not have to resupply damaged armor as it feeds from the host to repair its self.

    They could add a "angry red muton" as special muton that does not degrade for lack of ethereal telepathic link and allows for local command when ethereals feel it is beneath them. (It would also stabilize the other mutons it commands)

    Edit: I just had and idea that expanded the above idea. The mutons II could have been adapted to earth conditions by adding human DNA to them, from which there armor feeds, and which allows muton II to eat humans as full nourishment for extended missions further decreasing alien logistics. But as a side effect the armor would be unusable by humans because it would in-effect eat non-alien DNA once grafted, killing any full human host over a short period of time.
    Last edited by Clayton Cross; 05-02-2012 at 05:05 PM.

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    Quote Originally Posted by Clayton Cross View Post
    They could add a "angre red muton" as special muton that does not degrade for lack of ethereal telepathic link and allow for local command when ethereals feel it is beneath them. (It would also stabilize the other mutons it commands)
    I'd like to see an Angry Red Muton, especially if he impatiently taps his fingers before screaming out attack orders.

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    Quote Originally Posted by ShanDaMan View Post
    I'd like to see an Angry Red Muton, especially if he impatiently taps his fingers before screaming out attack orders.
    With a glamcam shot of it, complete with cartoon frames and green mutons jumping down from something in a big group?

    I like this!

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    So I saw this video: http://www.youtube.com/watch?v=4FDel...961&playnext=2

    And while Jake Solomon did not confirm it, I think there is little chance Chryssalid will not be in the game. He gets way to excited talking about them. ... or maybe that's me getting excited, lol.
    Last edited by Clayton Cross; 05-23-2012 at 08:24 PM.

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    Actually did anyone else notice that the mutons are still wearing the neon-green unitard? It's just under all that armor like the first suit of a space suit.

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    Great Post Clayton by the way, good topic

    I would like to see Snakemen. I hope they haven't left them out. I dont really care about the thin men unless they mutate into something or the new floaters, hovering in packs and "teleporting" while still burning 'natural' gas (Does anybody else quiery this?)

    I just want to see some bulky, upright snake not too different from the original... they were by far, one of the coolest..

  28. #28
    I would love to see a Sectoids only option or Sectoids plus Ethereals options only as I've never been crazy about the other races (except the cyber disc for obvious reasons) this could be like a toggle option and just keeps only Sectoids in the enemy rotation. To keep things challenging I have no problem with them having greater hit points, accuracy, speed, etc as the game progresses. Along with tougher weapons and greater numbers as well as being mixed with Cyberdiscs. Maybe some other options too. Sorry, but I just love those little buggers more than any of the other races.....

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    CHRYSALIDS confirmed!!! no surprise but its still great news.

    see them in action: http://www.youtube.com/watch?v=jmrob4oHhZk
    Last edited by Clayton Cross; 05-22-2012 at 08:23 PM.

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    Still no mention of Snakemen...

    As to the aliens, what I'm pleased about is they're not all the same height and obviously don't move the same way.

  31. #31
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    Oct 2010
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    In my wishlist the only one alien I will NOT want to see is a Snakeman. I always thought it wasn't out of the setting. Just think why does the alien from of life would be ever similar to Earth lifeforms and snakes particulary.

    Everything else is fine. Alse a couple or two new alien species would be good, but not more, and better less but better, then a lot but poorly fit.

  32. #32
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    Jan 2012
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    Quote Originally Posted by Akinaba View Post
    In my wishlist the only one alien I will NOT want to see is a Snakeman. I always thought it wasn't out of the setting. Just think why does the alien from of life would be ever similar to Earth lifeforms and snakes particulary.

    Everything else is fine. Alse a couple or two new alien species would be good, but not more, and better less but better, then a lot but poorly fit.
    Do you think the original Snakeman resembled a snake? I didn't.

  33. #33
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    Oct 2010
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    285
    Quote Originally Posted by SectoidSquisher View Post
    Do you think the original Snakeman resembled a snake? I didn't.
    I did
    0987654

  34. #34
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    Apr 2010
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    It looked enough like a snake to totally creep me out! It had fangs like a snake. It slithered around (although upright) like a snake. It had arms like a.... Well, 2 out of 3 ain't bad.

  35. #35
    Join Date
    Apr 2012
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    166
    I quite liked the snakeman. Much more alien than the Muton. Hydraulic musculatured, Parthenogenic, fireproof creatures that looked like they didn't breath earths air-pretty fun.

    Plus, as memory serves, Ophidian-or at least reptilian-aliens are part of the classic UFO lore. They'd be rather silly to leave it out in my opinion.

  36. #36
    Join Date
    Apr 2012
    Posts
    155
    While I am still hopeful for snakemen, if the confirm ethereals are in the game.. I will be good.

  37. #37
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    Apr 2012
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    source: http://www.g4tv.com/videos/58632/xco...ew/?quality=hd

    Chryssilids can jump up a 2 story buildings!!! Hiding on a roof will no longer keep you safe.
    Last edited by Clayton Cross; 05-24-2012 at 05:15 PM.

  38. #38
    Join Date
    May 2012
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    Kitchener, ON, Canada eh
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    Quote Originally Posted by Clayton Cross View Post
    source: http://www.g4tv.com/videos/58632/xco...ew/?quality=hd

    Chryssilids can jump up a 2 story buildings!!! Hiding on a roof will no longer keep you safe.


    Well.. I think there's only one suitable reply to that...


    I, for one, WELCOME our new alien overlords!

  39. #39
    Join Date
    May 2012
    Location
    UK
    Posts
    816
    shouldn't that be

    "urgh, nurssdms,r rrt..t...." *drool*... *spasm*... *explode as a crysallid emerges*?

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