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Chollirem

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Posts posted by Chollirem

  1. Well in the army you go to a training base, so these soldiers would be taken out of your roster for the set time they are off training, cant use em on mission or anything, they are gone with the SAS or SF or whatever high speed army is offering the training you want

    and if your not on good terms with em, you cant sent troops off to train with em

    like dog handling, Russians would be the best on that : )

  2. mm Ill have to side with Thoth on this one, even in fully powered armored, youll get a fleet supply cruzer and half the aliens have blasta launchers (or at least 6 by my count) you got you 16 dudes and 2 expendable tanks but...did he see my man? em I about to hear "Zshwwooooooo BOOM!" are they going to see me and just try shoot at me, is it a group? just one...crap one is worse..."Zshwwooooo BOOM!"

    thank god, he just took a guess and nuked the screen next to my troops o.O

    ...later that mission he didnt guess...RIP you 3

    EPIC xD

    would have liked better ai in OG though : /

  3. Then you need to make that case to Chris.

    Well once the new update comes out and i can play again, Im going to have to beta test my way up and see how all the weapons work t1 2 3 and 4.

    Once I have a solid feel on game play in its current form I may find my argument a moot point lol

    otherwise, ya I guess I'll shoot this to chris

  4. taco edit your post to just your response please, no one else has commented and your just wasting space.

    Also be more specific, what sounds boring?

    10 on 10 alien vs human dog fights?

    Air craft gun/missile runs at your (and the aliens) command for Ground combat

    or

    Flight formations you can have pre picked for your preferred attack style and plan for air combat and also directly relate to their use in ground combat.

  5. Go reverse.

    If the longest reloading weapon takes an entire turn, you go from there. If a machine gun takes 50Ap, then the rifle takes 10AP, and so on.

    Realism and fun gameplay are not enemies and shouldn't be treated as such.

    Actually its a Assault riffle, reload time IS fast, 10 AP to reload a rif and 50 for the saw, would work rather well. it fits with the in game AP and is balanced,

    remember with a riffle i get the job of reloading done in 2 seconds if I just drop the spent mag. With practice 1 second would be easy (the sf and sas guys can reload in less then a sec with drop mag)

    5 seconds to reload a saw...that can be done but you gotta be good

    but in short trash mans idea would work, be balanced and mostly realistic

  6. Sinfull

    I played ufo gold, fk that, I'm going with xeno

    and ya it was more like 10 years ago not 20, but I still play em and you get the idea : )

    ((But I don't understand....

    you are saying you don't like...

    free fire

    total inventory control

    ability to loot the dead

    War profiteering (got get money some how though ya it was a touch OP in ufo/tftd)

    limited ammo/grenades based on your load out))

    you LIKE a class system that micro manages you telling you what you can put on your troops and then only letting you upgrade gear? that and not having any control over what class they are from the word go?

    ....um I must be horrible confused...the (( )) part is all the stuff that in xeno...a game being made by xcom fans cuz no one is making the game we want...isnt that why your in here? 0.0

    EU is for the COD kids who don't know any better and can only mentally handle 2 moves per soldier cuz anything more then that would fry their brains right?

    lol

  7. Welll first thing first

    I would say go into the Xenonauts/Assets/UFOcontent folder and go to all the alien ships (open with note pad)

    and up the alien count in craft (usually I treat a 1 as a 4 so 1-5 becomes 4-20 aliens of that type...ya its murder...but FUN)

    Hmm alien Hives

    I think the reapers should have a "companion" alien race or 3 who store bad @$$ stuff in the hive and show up in small numbers on a base attack (make normal aliens 10% of the ground force in a reaper base.)

    I also like humans in holding pens that you have to "try" and get to before the aliens zombie them to bulk up and fend you off.

    Hives should be clearly different from the outside so when a hive base is found it shows up as an alien base but as a dif color

    so you know "oh fk I got to clear that before it gets bigger"

    It could be treated as a alien supply point, much like the idea of aliens having orbiting supply points you could find and shoot down,

    Only here you need to go in and destroy a hive (supply point) to slow down the alien war machine and snatch all the good stuff in said supply point making it worth the risk (also more fun then just shooting something out of orbit)

    Some stuff is easier for them to make on the ground, hence the bases

    If you leave the base they get a boost to craft, weapon and alien "production" ....kinky little aliens...

    Not to mention have influence over the area they are in costing your funding from that country as they wheel and deal with the aliens to try and survive as you aren't doing your job

    And as each alien has dif strengths and weakness' a base built by one alien race should play different and need different tactics to clear : )

    Reaper bases should be a lot of open hanger type space with small 1 and 4 square blocks of cover made out of ...reaper stuff...scattered about (they are melle after all, need cover to close the gap)

    Bases with Psi aliens in charge should have glass walls you have to shoot through but the psi aliens can see and psi your men through

    The lizard men (forget name) have bad vision, so their base should be a lot of small rooms and corridors

    etc

    Whatcha all think?

  8. I would like to propose another idea.

    Ground Combat - Soldier Navigation Tab will become highlited in red when a Xenonaut is bleeding.

    During Hidden Movement, my Xenonauts keep getting shot without me knowing about it. I understand this is because I'm not supposed to see where a shot is coming from behind me, but I still need to know when a soldier gets hit and is bleeding.

    Sometimes I will go a turn without knowing my Xeno's got shot, and suddenly 2 guys drop dead.

    Sorry for the late reply, your idea is up hobo

    mouse wheel idea is up too

  9. How about some armored support for the allied military? An APC (might be too big or overpowered) or some other form of vehicle (A jeep or some other vehicle, armed with a machinegun) to help allied soldiers to fight the mid to late game alien units.

    That will give them a better fighting chance against the aliens... And provide a better distraction so the xenonauts troops can maneuver and destroy the alien forces or escape to fight another day.

    Item T13 on the RWL, sorry we asked it was shot down already : (

  10. I actually started a similar thread covering air craft formations and possible use for air to ground

    If we let the aliens also do gun runs then its not OP

    its maintaining Air Superiority

    AIR COMBAT FORMATIONS

    HOBO, interesting idea, let me run a tweak to your idea past Gaud

    GAUDDLIKE,

    is it not possible to spawn "floating weapons" that have no sprite that fire?

    or would invis soldiers that fire on targets you mark be easier?

    In both cases you would just spawn alien guns, rockets, and machine guns (or aliens and soldier who have no sprites and don't share LOS with ground troops, and have 0 reaction fire) at game start and these "air assets" can then be used.

    They would move around the map unknown to the player, and when you mark targets they take a shot from where they are and move towards the marked area

    They repeat this for 3 turns (little birds) (total 4 turns of fire)

    or 1 turn (jets/alien fighters) with them shooting the same area (total 2 turns of fire)

    Aliens should send down air support after 1-20 turns (random)

    And your air assets are only their if you bring them

    Whatcha think?

  11. 3 fighters?

    Ya lets get into how you and the aliens could have 10 craft or more in a fked up dog fight

    x = Craft

    -> = Direction of travel

    Trail Formation (normal with helicopters)

    xxxx----->

    Very simple formation one follows the other

    1. Tactical formation for speed and low visibility

    2. Trail element will break off into multiple independent groups during air combat

    3. Tends to cause staggered missile lock and impact (meaning one guy locks fires, then a second or two later, the second fighters locks and fires, then a second later the third)

    V formation used with (3,5,7 etc craft)

    Can be used to cover a wide area or have waves (every V is a wave) of fighters

    x

    .x------>

    x

    1. Offensive Formation that covers a wide area

    2. can Immediately bring all weapons to bear on target

    3. Good for responding to threads from in-front

    Diamond Formation

    ..x

    x...x----->

    ..x

    1. Escort formation

    2. Good for responding to threats from in-front, the left, and the right

    Staggered trail left

    xx

    .xx --->

    Staggered Trail Right

    .xx---->

    xx

    Both options above are used by both fighters and choppers IRL

    this brings two craft to bear on target followed by the trail element again staggering weapon lock and impact a few seconds as the lead element fires and breaks off then the trail element fires and breaks off, from this point the dog fight is left with your two air teams dealing with the new situation you created.

    Heavy Left

    x

    ...x

    .......x----->

    .....x

    heavy right

    .....x

    .......x---->

    ...x

    x

    Another Offensive formation that is a modification of the V

    Good for bringing offensive fire to targets in front of you, the trailing element again will get staggered missile lock

    Echelon Left

    x

    ...x

    ......x

    .........x----->

    Echelon Right

    .........x----->

    ......x

    ...x

    x

    Adaptive Offensive Formation, easy to bring staggered lock/fire on targets to the front, left, or right

    NOTE

    If we can bring air to ground weapons on jets/choppers then when you have them do gun runs or missile runs on targets ID's with smoke (later in game with laser) the formation you pick will define how fire power is brought to bear on the marked targets (in short they will shoot down at the area in that pattern)

    SECOND NOTE

    if we can bring a troop transport, 3 fighters for air escort, and 3 little birds (air to ground attack helicopters) to a mission this opens up new game play

    UFO Fighters can come down to assist their buddies on the ground meaning at the start of one of you turns you may go straight into air combat to resolve this new threat, your little birds will scatter (and if you win take 5 turns to return)

    and if you lose or have no air cover, the aliens fighters can shoot at your people on the ground doing gun runs same as you would do to them.

    This makes it so you need air support on every mission to prevent the aliens from wiping you out with air to ground fire power

    (Craft should never be seen as they are too high up, simple spawn the rounds fired at the highest level (4-6 i believe) in game coming down at a sharp angle onto target area)

    Input welcome as always : )

  12. You can debate the autoresolve in the beta, we're not working on it at the moment so I've not really thought about it yet.

    oh great and beloved leader, please...please...PLEASE...leave air combat alone! its friken EPIC!

    ....well maybe more fighters in a squadron (a chopper and 2 fighters? I can give you guys air formations to use OH new thread! "Air Combat Formations" Will post in a bit for you guys)

    ....and the "option to auto resolve a dog fight"....would be interesting... to... others, I guess : /

  13. This is a list of ideas put forward that have been rejected, superseded, or are no longer applicable to the game mechanics

    If your told your ideas on the RWL, that means its here

    Ideas that are now in game or being looked into are on the

    WL (Wish List)

    Geoscape

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]G01-City Light[/TD]

    [TD]At night Cities/Towns light up so you can see them from space[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]G02-Weather[/TD]

    [TD]Rain/Snow on geoscape to effect fighter lock on time and make it rain/snow when you do a mission in a area that is raining/snowing[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Base

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [/TR]

    [TR]

    [TD]B02-Alien Containment[/TD]

    [TD]building to hold live/dead aliens (not required at present to simplify tech tree, stun weapons are researchable instead)[/TD]

    [TD]Not Needed[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]B03-First base is Custom[/TD]

    [TD]You get to pick yourself how starting base is set up (not required, aliens can attack any room on the edge of your base)[/TD]

    [TD]Not Required[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Air Combat

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]AC01-Alien Ground Attack[/TD]

    [TD]When troop transport is shot down, aliens lands to finish the job, you must kill all aliens to be recovered[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]AC02-Alien Craft Speed[/TD]

    [TD]UFO's go at a random speed until Jest get near then go max (we might look at strategic AI in beta but we'll see)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]AC04-Fighter XP[/TD]

    [TD]Pilots/Craft level up for better lock on time and evasion[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]AC05-Big Buttons[/TD]

    [TD]Increase Button Size for player ease of use (New UI supersedes this)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]AC06-Bad Weather[/TD]

    [TD]Increase Lock on time 2-5% in rain/snow[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]AC07-Supply Rape[/TD]

    [TD]Sometimes you find and can then shoot down alien supply points in orbit to slow down the alien war machine (shooting down UFOs on supply runs will make bases easier to attack)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Soldiers

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]TR01-Cyborgs[/TD]

    [TD]Research and use Alien Implants on soldiers late in game[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]TR02-Ranger School[/TD]

    [TD]Soldier gets 5% bonus AP and moral boost for him and all units near by[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]TR03-Air Assault school[/TD]

    [TD]Soldiers can be roped in to player picks spots on map at the cost of that soldiers turn[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]TR04-Pathfinder School[/TD]

    [TD]Pathfinder and 7 soldiers secure and mark landing spot for second transport to land[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]TR05-Cool Look[/TD]

    [TD]Mohawks and other troop head customizations[/TD]

    [TD]Rejected[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]TR07-Bleed out[/TD]

    [TD]Unless taken to -10 HP soldier drops to ground screaming (causing moral penalty to everyone below Sargent rank) loses 1-5 hp a turn, needs a medipak to stabilize, and cant move for rest of mission, once stabilized fires with -30 aim penalty (superseded by Bleeding Wounds system in game)[/TD]

    [TD]Rejected[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]TR08-hard core[/TD]

    [TD]Bleed out soldiers who hit a enemy get a aim bonus, if they kill an enemy they get an award that helps moral recovery of all troops near them on mission from then on[/TD]

    [TD]Rejected[/TD]

    [TD]Links[/TD]

    [/TR]

    [/TABLE]

    Aliens

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]A01-Aliens Heal[/TD]

    [TD]Aliens heal each other with alien medi kit (might make it a bit hard!)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A02-Aquatics[/TD]

    [TD]Some aliens are adept at swamps/water and can vanish under it to move around unseen (water is impassible to non-hovering units)[/TD]

    [TD]Rejected[/TD]

    [TD][/TD]

    [/TR]

    [TR]

    [TD]A03-Combat Tactics[/TD]

    [TD]AI will use baited ambushes X,Z,L,Y shaped Ambushing and Battle drills for attacking (superseded by general AI)[/TD]

    [TD]N/A[/TD]

    [TD]Gijs-Jan AI Dev

    Chollirem[/TD]

    [/TR]

    [TR]

    [TD]A04-Alien Snipers[/TD]

    [TD]Should spawn on rooftops/high ground or in buildings if it takes more then 2 hours to get to crash site.

    Should run to these spots if they don't spawn in them (superseded by general AI)[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A05-Close Combat Aliens[/TD]

    [TD]Aliens with bad vision/aim should spawn inside buildings and other closed areas if it takes 2 or more hours to reach crash site

    Should run to these spots if they dont spawn in them (superseded by general AI)[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A06-Team Players[/TD]

    [TD]Aliens should stay in groups no more then 15 squares apart no closer then 5 and move togeather in same direction untill they meet enemy.

    Aliens behind Lead Alien should open fire or save AP for reacion shot and Lead Alien falls back to group (superseded by general AI)[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A07-The Horde[/TD]

    [TD]Aliens mid-late game mix up freely...in short one mission could have 1 or moreof every alien type on the map (I prefer having more set races like in the original)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A08-F^<K! IT'S A....Flare?[/TD]

    [TD]Aliens should blow up, or run away from flares...logic being...its bright, they dont know what it is, the enemy threw it at em.[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A09-Massive Horde[/TD]

    [TD]Higher dif adds more aliens, like the ship is half full (or more) of aliens on highest difficulty[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Civilians

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]C04-Unarmed and Dangerous[/TD]

    [TD]Civilians in all maps who have no weapon have a 20% chance of being armed with bat/tire iron/crowbar (all tilesets have a chance of spawning armed local units)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C05-The Mob[/TD]

    [TD]Civilians with Melee weapons group together and when 4 or more are in a group and see 1 alien they attack it (NPCs have range weapons only)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C06-Smart Civilians[/TD]

    [TD]Improve AI so civilians run from aliens if they aren't attacking them

    Improve AI so civilians run to xenonauts if they aren't attacking aliens (superseded by AI)[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]CC07-civilians Listen[/TD]

    [TD]Civilians within 4 squares of a xenoaut can be given a order to move in 1 direction, the civilian will run that way till edge of map[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C08-Law and Order[/TD]

    [TD]Police have pistol 2 clips, better aim then civilians[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C09-Military Might[/TD]

    [TD]Other military forces should group together and try to move across the map in one direction killing aliens they find ...when they hit map edge new direction is randomly picked.[/TD]

    [TD]N/A[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]C10-Military Aid[/TD]

    [TD]Xenonauts can give a general direction they want Other military forces to move, military force then moves in new direction until new order is given[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Weapons

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]W02-CS grenade "tear gas"[/TD]

    [TD]Organics in AOE have 0% accuracy and have half AP if starting turn in it[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W03-Knives/Bayonets on rifles[/TD]

    [TD]Costs 5AP, melee attack (all weapons may gain a melee attack)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W04-Laser Aim Attachments[/TD]

    [TD]Increase Aim of weapons (weapon attachments have been ruled out)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W08-Grenade Launchers[/TD]

    [TD]Mid Ranger AOE support weapon[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]W09-Ammo Types[/TD]

    [TD]HE(High Explosive), IC (Incendiary), Parachute Flare (for night mission), WP(White Phosphorus), TG(tear gas), flechette, AP (armor piercing), HP (hollow point), (SH Squish or soft head), Tracer, Ball, Slug, Buck shot....all with tier 2,3 and 4 variant[/TD]

    [TD]Rejected[/TD]

    [TD]Link?[/TD]

    [/TR]

    [/TABLE]

    Armor

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]A01-Night Vision[/TD]

    [TD]See in the dark like its day...but everything is green, blue, or red your pick[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A02-Thermal Vision[/TD]

    [TD]Can see things that produce body heat, option for black hot white cold or white hot black cold[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A03-Cloaking[/TD]

    [TD]If aliens can stealth then we can to[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A04-Sound Dampers[/TD]

    [TD]Moving makes sounds, players and AI should act on it, this makes you quiet[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]A05-Sheilds[/TD]

    [TD]If aliens have em we can steal it[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Tactical

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]T01-Chopper Defence[/TD]

    [TD]Chanook should have 2 heavy weapon systems one on each door with a soldier useing it when you land. Weapon system can be walked through at costing 6AP or fired with burst only at 70% accuracy as its a mounted fire platform(dmg is same as SAW)[/TD]

    [TD]Rejected[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]TO6-Multi level missions[/TD]

    [TD]Multi level missions[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T08-Lean[/TD]

    [TD]Aliens and humans can "lean" to fire around a corner[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T10-Alien Exit[/TD]

    [TD]Aliens who land may launch ship and take off if getting owned and 10% of the crew is left to pilot ship[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T11-Environmental Hazards[/TD]

    [TD]Downed Power lines, Fires, Bears, etc[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T12-Children[/TD]

    [TD]Children on the battle field (double points gained or lost for each on saved/killed)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T13-Driving humans[/TD]

    [TD]Human vehicle threat (middle east/africa have pickups with guns on the back and 2 man crew who can be killed)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T14-Air Support[/TD]

    [TD]Air support then they can gun run any target you mark with smoke(takes 10 turns for them to get on station, items collected from crash site not sold but given for free for the air support)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T15-Arty[/TD]

    [TD]arty (artillery) if nation is friendly (takes 3 turns for arty big AOE)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T16-Targeting[/TD]

    [TD]Ability to aim at body parts , right click past aimed shot and get a small pick of alien, click body part and he fires at it with -10/20 aim penalty[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T17-Combat Damige[/TD]

    [TD]Hit box for legs,arms,torso,head..... leg dmg doubles ap cost to move, Arm dmg give -30% aim for rest of mission, torso does normal dmg, head shot does double dmg[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T18-Mechanized[/TD]

    [TD]Tanks level up and get more accurate OR need two soldiers to drive/gun who get xp[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T19-Prone[/TD]

    [TD]Ability to go prone! takes two squares (upper body 1 square lower body 2nd square)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T21-Multiple Transports[/TD]

    [TD]Multiple Troop transports one mission good for big mission and multi level mission[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]T22-Landing Site[/TD]

    [TD]Ability to pick landing site of troop transport (if pilot oks it to keep people from landing right next to alien craft)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Environmental

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]E01-Environmental Factors[/TD]

    [TD]like rain/sleat/snow to reduce vision, movement, and accuracy across map for everyone[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E02-Crop Circle[/TD]

    [TD]Crop circle around alien craft that land (even short grass can be darker color to show it)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E03-Ships At Sea[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E04-Oil rigs[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E05-Hills slopes[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E08-forest maps[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E09-swamp maps[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E11-tropical maps[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]E13-Mountain maps[/TD]

    [TD][/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

    Misc

    [TABLE=class: grid, width: 730]

    [TR]

    [TD]Idea[/TD]

    [TD]The Basic Info for the Idea[/TD]

    [TD]Status[/TD]

    [TD]Links[/TD]

    [/TR]

    [TR]

    [TD]M01-More Missions[/TD]

    [TD]More Mission Types[/TD]

    [TD]NA[/TD]

    [TD]nemeo[/TD]

    [/TR]

    [TR]

    [TD]M02-Fodder Troops[/TD]

    [TD]Endless pool of normal soldiers dirt cheap (unlimited supply of troops which decline in quantity as you recruit more per month)[/TD]

    [TD]Superseded[/TD]

    [TD]gazz[/TD]

    [/TR]

    [TR]

    [TD]M03-A few good men[/TD]

    [TD]Limite pool of expert soldiers that are more espensice[/TD]

    [TD]Superseded[/TD]

    [TD]gazz[/TD]

    [/TR]

    [TR]

    [TD]M04-MIB[/TD]

    [TD]M.I.B to be your damage control/spys in countries[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]M05-Snatch[/TD]

    [TD]Once the alien craft is shot down, the nation it landed in may try and beat you to it to keep it all and give you nothing[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]M06-Text Size[/TD]

    [TD]UI text is small, make adjustable[/TD]

    [TD]Superseded[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]M07-TBS/RTS[/TD]

    [TD]TBS or RTS option for mission play picked at mission start (rts can be a strait base off TBS letting you hit a much wider player group and bring more in to the game)[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [TR]

    [TD]M08-Alien Campain[/TD]

    [TD]Mutli player with one side as humans one side playing alien campaign[/TD]

    [TD]Rejected[/TD]

    [TD]Links?[/TD]

    [/TR]

    [/TABLE]

  14. welll I can reload a weapon of the m16 type in 2ish seconds if I drop the spent mag, 5 if i stow the mag

    the saw takes about 10 seconds to reload

    shot gun takes a about 1 second per round you load

    Pric rifle like the m16 about 2 -5 seconds on if I drop or keep the spent mag

    rockets like RPGs take...8 seconds give or take a lil

    these guys can always ask army guys to do this stuff in exchange for like...putting the helping soldiers names and faces in game "hint hint" and they can get guys in full kit to run and time distances so its all accurate based on what army folk of the infantry variant can do.

    how long does it take 10 joes to aim and hit a target, snap shot, etc gimi an average, ok we have a base line...

    the resources are out there to be used...if people will use them : )

    and then all the work is done for you, you just stick in numbers into the system and make it better at higher tier teck

    and vwala, balanced game, no need to balance and tweak and test and go OMFG that pistol shoots sharks...with friken laser beams attached to their heads....WTF

    give me a question and Ill give you a time hack

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