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SuperCaffeineDude

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  1. I understand both of you two's reservations... In terms of the whole leader thing, I was more thinking along the lines of having one blank slate of a queen bee with disposable workers. It just would have provided a cool target for late game aliens to aim for, as if they suddenly recognize you as a threat. Also it provides one more reason to fear the aliens as they would be, in some sense, trying get rid of you personally and permanently. But with that strictly off the menu I'd say having a major battlefield leader present would still be cool, perhaps such a perk could be reversed upon the leaders demise and cause the troops to panic? I like Jean-Luc thoughts on security, I had thought of them being controllable military-guard units similar to the NPCs that you can find helping you during your counter-attacks, but I think having a series of side-arm wielding NPCs would be much more suitable. I worry that they might not be added on the basis that we can build a standard barracks to house our own fictional security troops, but having dirt cheap grunts as defence option that doesn't require missiles and keeping extra troops at your base would be great. The same really applies to most of my suggestions. I just want some options to explore, in what is essentially world war 3, things that might not have been in X-com (like the flame-throwers I can't wait to see). Simply because in this game I want to not just be a leader of an elite team of troops, I'd like to be the military leader and strategist of the most advanced military organisation known to man.
  2. Hello love the game but thought I'd post my ideas, so please don't hit me, I am writing to suggest something rather hard to implement but please think of this as more of a wishlist rather than actual expectations. I would like to have greater attachment not just to my little SAS troopers, but to my whole military staff made up of supporting roles. My simplest suggestion is that a skins are made of scientists and engineers so that when an alien attack occurs at your base a small number of staff (maybe those that couldn't evacuate) are at risk of becoming collateral damage. Maybe have a panic room that is sealed during battle to house support staff. If the battle ends in defeat they would naturally be killed off, if not they are not they would return to there jobs My next suggestion is that all staff level-up, how that is implemented would be simply be by checking how long they have served, or even better how many projects they have seen through. A scientist that has spent 2 years studying alien artefacts should be more proficient than a newb. As stated in the title I would also like to see more types of operatives... (Mostly as NPCs) Intelligence-Service (Men in Black) They lower your chance of detection, increase the chances of alien base detection, have a chance of detecting alien attacks and movements off radar, and have a chance of assisting you during your attacks. Pilots They cost more money than a standard trooper Exist inside the transport, equipped with a side-arm and no knowledge of how to use it. If they die you have no option to evacuate, if you lose the battle after this the transport is lost. A pilot would add a level of risk to all land battles. And will constantly have you asking; "Do I want to risk him so I can have more firepower?". The pilot could also man fighter-craft and gain experience. Admin Staff (Less so) People who handle the logistics by lowering the costs of imports. They could also help by increasing the efficiently of support staff, the export value of goods and the relations between other countries. Security Staff They decrease the likelihood of your base being detected and assist you in base battles with gunpowder weapons Head of Xenonauts The base you're situated in receives efficiently perks. You can transfer to any base and, if aliens attack the base, you can fight with a side-arm. If you die you lose the game. ---end Hope you don't mind my thoughts on what could be added, the game is looking great but I thought I'd suggest it now rather than suggest it even later down the line.
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