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Thread: Funding Nations - Some thoughts about it

  1. #1
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    Funding Nations - Some thoughts about it

    Hello everyone :)

    I have been watching many interviews and videos of 2K Games and Firaxis.
    I wish to congratulate the effort they have been putting on this game.

    The game is amazing, have plenty of very good new features.

    I know that there are alot of features that I haven't seen. I believe that there is much more to be revealed on the right time!

    The troops now have classes, it is very nice to see implemented. I believe this improves the game and the many ways of playing it. Each person can achieve specific tasks better. Maybe some new classes/subclasses paths can appear!
    The troops remember and automatically gets the last itens used/equipped, this is amazing! That grapling hook is very good and will help alot.

    I liked the way the human and alien troops moves with fluid movements through the scenario, the way they interact with the ambient, and the way the TU is now implemented. I liked alot the way the cameras are implemented, looks much more immersible!



    Some time ago, I have been thinking about the XCom Funding Nations, and I would like to add some suggestions:

    Losing funding nations, would not make you lose the game immediately. "See below some suggestions"


    Each time you lose a Funding Nation, the game difficult could start to increase exponencially over the time, while they are under alien control:

    • More alien ships start to appear, they become increasingly harder.
    • The number of attacks to cities increases.
    • Attacks to XCom main base and support bases increases.
    • The tactical missions start to get more hard to complete.
    • The aliens could start to mix and use the most powerful of its troops and advanced tech.
    • The aliens start to become more strong, confident, with harder AI, sending more raid attacks against Earth, because the (Alien Morale) start to become more high, each time a new Funding Nation is/continues under Alien Control.


    Each time you get back a Funding Nation, the (Alien Morale) decreases significantly.


    After losing one or more Funding Nations, XCom needs to try the best to help the alien controlled Funding Nations, and rescue them because the enemies could become too hard to fight.

    Each Funding Nation, could require a series of mixed random missions/quests, giving bonus for each one that is succesfuly completed. Maybe something like this:
    • Donate some money to help/protect the cities. To increase city defense against UFO's trying to land, to buy food, weapons, medicines... The ammount of money could be small or high, depending of what they need.
    • Request XCom technicians to build/manufacture some random itens, equipments, tanks, structures, reinforced walls, AA Turrets that give some chance to shoot down some UFO types, or anything else their army might need.
    • Request XCom scientists to research something for them.
    • When their own city/country military defense is not sufficient, request XCom to go there help in tactical missions alone or together with local militia. The missions could be easy or hard depending on the city status, and how advanced is the threat of the aliens that invaded the city/cities.
    • Put a Skyranger or another aircraft patrolling during XX:XX hours near the invaded cities, to guarantee it is safe against alien ships at that time.
    • Destroy/shoot down alien ships, complete tactical missions with good or excellent scores, complete Funding Nations missions/quests, rescue invaded cities, and many other tasks that decrease (Alien Morale).


    The game could be lost, when one of the following conditions is true:
    • The main base is destroyed, and you don't have any more money to build another main base.
    • All cities on Earth are invaded, mind controlled, and XCom can't remove the aliens from each city.
    • Aliens succeed to reach the Phase 4 on "all" Funding Nations.




    Some suggestions to alien invasion process

    The aliens manipulation/control of cities, under a specific Funding Nation

    This process could have 4 phases


    Phase 1:

    The aliens send 1 or more scout ships to investigate all cities under the specific funding nation protection. The alien scout ships could fly over all the cities landing on 1 or more of them to investigate, maybe they need to land more than once to be successful.

    Their mission is to survey the fears and prime necessities/weaknesses they have at that time.

    Does this specific funding nation cities:
    • Have XCom support to their requests? Ex: weapons, technologies, rescue missions, vip missions, money donated to cities funding, to help buy food, hire medic/buy medicines for the injured, reinforce city defenses?
    • Are under XCom satellite coverage?
    • XCom aircrafts are passing nearby their country/city recently?


    Ways to avoid Phase 1 to be succesful:

    • When alien scout ships are detected, destroy or shoot down these scouts before they leave the planet.
    • If the alien ship did not landed yet, shoot it down or make it run away. You could do the tactical mission if you shoot it down.
    • If the alien ship landed, do the tactical mission while it is landed, to prevent them completing this mission.
    • If they succeed in escaping, some of the informations they acquired can be passed to other alien ships, and may need to be acquired again in the future because of cities and world changes.


    Phase 2:

    The small/medium alien ships could sometimes be used as scouts too.
    • The aliens send 1 or more small/medium sized alien ships, with some troops to attack the cities first defenses, and sometimes invade them. In some cases this step can be skipped directly to Phase 3.
    • The aliens strength could vary, but in most cases is not so strong.
    • With the proper city defense upgrades, and few XCom support, the cities own army can defend themselves without problem.


    Ways to avoid Phase 2 to be succesful:

    • If the alien ship did not landed yet, shoot it down or make it run away. You could do the tactical mission if you shoot it down.
    • If the alien ship landed, do the tactical mission while it is landed, to prevent them completing this mission.
    • If the alien ship completed it's mission, then you could shoot it down if the alien ship is leaving, and later try to help and repair the damaged city in some way.
    • If you succesfully avoided most of the Phase 1 alien scout missions, and random alien attacks, these cities could have a percentage increase on shooting down some UFO's. They could have too a percentage increase that some aliens will be killed on landing, after they deploy from the alien ship.
    • If they succeed in escaping, some of the informations they acquired can be passed to other alien ships, and may need to be acquired again in the future because of cities and world changes.


    Phase 3:

    • The aliens send 1 or more large/very large sized alien ships, with large and strong troops to try invade the cities and start building the Mind Control Device. In some cases this step can be skipped directly to Phase 4.
    • The aliens strength could vary, but in most cases is a mix of medium and hard troops.
    • With the proper city defense upgrades, and medium to high XCom support, the cities own army can defend themselves.


    Ways to avoid Phase 3 to be succesful:

    • If the alien ship did not landed yet, shoot it down or make it run away. You could do the tactical mission if you shoot it down.
    • If the alien ship landed, do the tactical mission while it is landed, to prevent them completing this mission.
    • If the alien ship completed it's mission, then you could shoot it down if the alien ship is leaving, and later try to help the city. First the aliens needed to be removed from the city, and later help rebuild/repair the damaged city in some way. The alien strenght may be strong in this city at this moment.
    • If you succesfully avoided most of the Phase 2 alien missions, and random alien attacks, these cities could have a percentage increase on shooting down some UFO's, and extra base hitpoints/armor. They could have too a percentage increase that some aliens will be killed on landing, after they deploy from the alien ship.
    • If they succeed in escaping, some of the informations they acquired can be passed to other alien ships, and may need to be acquired again in the future because of cities and world changes.


    Phase 4:

    • The aliens send 1 or more large/very large/huge sized alien ships, with large and strong/very strong troops to try invade the cities and finalize the building of the Mind Control Device.
    • The Huge alien ships, could have alot of defenses, shields, hitpoints and weapons, but be extremely slow to fly and shoot, and extremely big, with lots of alien resources.
    • The aliens strength could vary, but in most cases is a mix of hard and very hard troops.
    • With the proper city defense upgrades, and high to very high XCom support, the cities own army can defend themselves.
    • If the aliens succeed in this mission, you lost a Funding Nation, and will have a hard time trying to get it back. There can be a large series of random missions/quests to free this specific Funding Nation from Mind Control.


    Ways to avoid Phase 4 to be succesful:

    • If the alien ship did not landed yet, shoot it down or make it run away. You could do the tactical mission if you shoot it down.
    • If the alien ship landed, do the tactical mission while it is landed, to prevent them completing this mission.
    • If the alien ship completed it's mission, then you could shoot it down if the alien ship is leaving, and later try to help the city. First the aliens needed to be removed from the city, and later the Mind Control Device must be found and destroyed. You can help rebuild/repair the damaged city in some way. The alien strenght may be very strong in this city at this moment.
    • If you succesfully avoided most of the Phase 3 alien missions, and random alien attacks, these cities could have a considerable percentage increase to its defenses, and attack capabilities, making some strong aliens be killed on landing, after they deploy from the alien ship. Even so, there could have alot of aliens inside these alien ships
    • If they succeed in escaping, some of the informations they acquired can be passed to other alien ships, and may need to be acquired again in the future because of cities and world changes.


    • Money could be made manufacturing, doing specific researchs, accomplishing other countries/Funding Nation missions. You could choose to receive money/other bonuses or donate them to help the effort of countries in difficult situations.
    • At your base you could access an area that shows all cities needing help, showing what they need, their status, their position on globe, and how much time you have to complete their requests. Difficult requests could have longer times for you to complete.
    • If for some reason you could not complete what they requested at the moment when the timer expires, the city defenses and/or morale could start decrease slowly, increasing the chances of alien attacks/missions on that specific city.
    • If too much time passes, the aliens invade the city, and XCom needs to help them until there is no more aliens there.
    • The quantity of missions/quests could vary based on how is the city status at the moment, and the type and strenght of alien ship that invaded that city.
    • Each time you complete missions/quests to the cities/Funding Nation, their morale and defenses start to rise again.
    • After you complete the missions/quests for that particular cities/Funding Nation, the Funding Nation is back.
    • The XCom is one of the most powerfull and skilled military efforts corporations on Earth, and many countries would like to have their help.
    • Some types of missions/quests could be:
      A request from a city under attack, they call the XCom to help them against the aliens. Or perhaps help to recover a military base owned by some country, and that was attacked by aliens that still are there.
    • Each city could have some kind of defense strenght/morale, based on XCom effort, when each city request help of any kind. These defenses could be damaged and/or destroyed sometimes, when large UFO's passes nearby or land on these cities.
    Last edited by rodrigo-xc; 06-13-2012 at 07:17 PM.

  2. #2
    I do like the idea that they could be creative and think of a way that we could reestablish ourselves with a funding nation that drop us every once in a while. Just to know that there is a chance that we could woo a funding nation back, by either jumping through hoops for them or being in the right place at the right time and having a choice to sacrifice some of XCOM in order to let them know that they are still our life long neighbors and we haven't forsaken them, sounds great.

  3. #3
    This game do not need to do major changes. From the original it almost only need to improve graphs, original X-com was near perfection. The game should be almost exactly the older one, I do not like the idea of life, like ufo: aftershock, aftermath, afterlight, you can heal a lot in battle and it's not that realistic. Original XCOM almost all shots was a kill, the shot need to hit some body part like lag to not kill wiuth 1 single shot, or later with armor, but a good shot still a kill, this was amazing, realistic and make you go like a real elite squad, with caution.

    And it should have multiple bases and you choose the location. This the things that lacks in ufo:after(things) plus its getting bored with people thinking sci-fi with biotecnology only, the weapons and ships with biotec only, i dunno it's not that cool. But UFO still a very good game.

    Hope new xcom be like older one.

  4. #4
    Join Date
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    Quote Originally Posted by Benets View Post
    This game do not need to do major changes. From the original it almost only need to improve graphs, original X-com was near perfection. The game should be almost exactly the older one, I do not like the idea of life, like ufo: aftershock, aftermath, afterlight, you can heal a lot in battle and it's not that realistic. Original XCOM almost all shots was a kill, the shot need to hit some body part like lag to not kill wiuth 1 single shot, or later with armor, but a good shot still a kill, this was amazing, realistic and make you go like a real elite squad, with caution.

    And it should have multiple bases and you choose the location. This the things that lacks in ufo:after(things) plus its getting bored with people thinking sci-fi with biotecnology only, the weapons and ships with biotec only, i dunno it's not that cool. But UFO still a very good game.

    Hope new xcom be like older one.
    Okay, this is bordering on spam...

  5. #5
    Join Date
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    Kitchener, ON, Canada eh
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    Quote Originally Posted by Inkidu View Post
    Okay, this is bordering on spam...
    LOL.

    @ Benets,
    I'll give you the benefit of the doubt and assume you're not spam.

    Google Xenonauts - it's a game that's coming out the is pretty much the original just updated. It's probably what you're looking for.

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