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Thoth

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Posts posted by Thoth

  1. I was sometimes thinking myself how an xcm/xenonauts game could be made deeper.

    Some ideas:

    - Abducting live aliens is a pretty unique objective in this genre and should serve more purposes than just advancing the main story. For example:

    -- Abducting a leader should give you the information on the upcoming alien invasions for a number of turns. Some advanced alien missions could only be unlocked if you have this intelligence information. This would allow you to place a larger number of soldiers straight to the spot where mission is spawned, instead of using the teleporter.

    -- Abducting engineers/pilots could accelerate your research. XcomUtil for original xcom'94 already does this.

    -- Abducting soldiers might accelerate the training of your soldiers, for a while until alien soldiers die out.

    - Access to endgame secret alien bases could require capturing and taking control of an alien UFO. This in turn requires abducting a leader to unlock UFO capture mission.

    This way capturing live aliens is not something you'll do a fixed amount of times in the game. You'll have to do this periodically to have access to certain missions.

  2. I would suggest reducing the grinding for resources to reduce play time. For the same reason specialist aliens should be encountered in a more predictable fashion. XCOM games offer long playing hours anyway due to their high replayability. By making a single game longer less players will be willing to play it again, IMHO.

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