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lyosha

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Everything posted by lyosha

  1. Think Incubation. A finite number of smart shooting aliens plus an endless (possibly finite, but still huge) mass of stupid weak melee creatures. This way you could create enough tension for this "final stand" feel without frustrating the player too much.
  2. Why, palette roll is a nice solution for color variety, we do it all the time with j2me and mobile device constraints.
  3. Earth and Moon bases would be too easy to trace. Mars is better. A mothership is probably the coolest solution. Could be all alien and dangerous and with alien infinite spawn points and stuff. I always thought the final Xcom mission should have more of an Incubation feel, where you just cut through the endless alien meat with a bunch of ragged wounded soldiers.
  4. Just allow modding, and you'll have tons of female/furry/naked soldiers in no-time.
  5. Skin is even simpler: if the skin parts are drawn on a separate layer, they can simply have rotated/tweaked hue+lightness parameters, if the engine supports it.
  6. Oh please add jungle maps! No need for them to be a tangled maze of vegetation, just a number of one-piece "islands" of destructible obstacles, and some "hedge rows" in between. They managed to do this in original game, after all. Again, Predator and such.
  7. I'd suggest something biological. They're humanoid, after all. Must be vulnerable to lots of earthbound viruses. But the devs idea, as I see it, is not to make Xenonauts superhuman via alien technology. Their vision is a bunch of tired riffraff soldiers armed with whatever they can salvage. In general (and considering Apoc experience) I rather like it. But I'm going to miss brainwashing aliens anyway. I NEVER killed the brain with a soldier, always with an Ethereal or some other pet of my psi experts.
  8. Yeah, and that sort of pinpoints the problem: a human-saving organization that doesn't give a shit about saving individual humans. In general, an old XCOM looked pretty much like Team America: deploy, burn the place down, kill everyone, extract. Would be nice to somehow make the player worry about civilians/property a bit more.
  9. Ahem, for this matter, the first thing I'd do was bring back the Psi Amp. Gooood it was fun.
  10. Have mercy on the poor aliens:)) they're supposed to be technologically overpowering, not the soldiers.
  11. Or just put a huge bag of sand in your backpack, then deploy it and leave it be (or move 4 steps per turn because of the weight).
  12. Sounds nice as well. Yes, my idea was solely to enhance the terror site experience, add a movie feel or smth.
  13. This was something they had in Apocalypse, and it sucked there:)) The less safety, the better feel, in my opinion.
  14. I was simply thinking of a "real-life" operation -- the real soldiers would likely have an order to send all encountered civilians to the craft for extraction, provided there's no known other place around.
  15. Tnx The idea isn't about removing these funny idiots from battlefield (I've got lots of great memories, too), the idea is only to give the player the opportunity to increase their safety if he/she feels like it, with a simple formal action (approaching a civilian).
  16. Hey Guys, Maybe someone already mentioned it, but I was unable to find anything like this, so I post. Terror missions in original UFO had a common problem of stupid civilians wandering aimlessly, being shot down by everyone. No need to make them smart or anything, it's just you could add a small extra feature. It would be great if any civilian who detects a Xenonaut on an adjacent tile would receive an order to proceed to one of (random unoccupied) tiles inside a craft. After reaching the tile (and relative safety) you could, just for fun, switch the aimless roaming back again, so the player has to consider sending one of the operatives to keep track of the whole flock inside the craft. Looks like a simple trigger to add tons of atmosphere. PS Yeah, and I'd also add 0-3 random civilians on UFO crash site / UFO landing maps. PSS Sorry, this probably shall be moved to Feature Requests
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