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discosemar

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  1. Your biggest asset in this game is the setting. One of the fascinating aspects of the cold war was the arms race, the development of weapons were bigger, better and more destructive than what the other guy had. Without this arms race we never would have had the invention of ICBMs, supersonic interceptors and the plot for 1001 spy movies. The results of this arms race were weapon systems that were vastly different for NATO and Soviet powers. Introduce alien technology and I'm sure governments of the time would react by trying to get that tech and use it for their own purposes. The idea of competing alien hunter groups would be an awesome game mode (perhaps unlockable?). Different groups could also have different starting equipment and research. eg. NATO starts off with agile short range fighters and fast but small capacity transports Warsaw pact starts off with long range but high damage interceptors and slow but large transports The tech trees could be different in the way the different cultures apply the alien technology to their military operations and even the way they research. Soviets may research captured aliens faster and create weapons that fire reaper zombie seeds. Maoist China may develop human guided cruise missiles where the pilot is hardwired in like a harridan and unlock a brainwashing technique to combat psionics. Or boarding torpedoes where an onboard takeover of a large UFO is attempted. Just some ideas, but this setting is great because people rarely create functional multinational organisations.
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