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  1. ...because I cant open threads into the Xenonauts 2 topic. Oh btw.. my english is not that good, so ask if something is not understandable. Introduction: Ive played Xenonauts for 75 Hours now, and cant manage to win a game. Thats very good. So the "Veteran" difficult mode is perfectly balanced. Means, its very hard, but with every new try, I think I can make it this time. But while im playing I beginn to miss more and more "features" in the game. So I will list this up and see if something find its way to Xenonauts 2. I know that this game follow along the basics of another game (XCOM) that I never played. But I am an old Jagged Alliance veteran and feel very comfortable near the Xenonauts gameplay. Equipment ----------------------------------- I was missing a lot of variety inside the Equipment menu. There are just US-Weapons, and not much (and we are international right?). So why dont bring a better selected weaponary in the game. For example, the most used weapons world wide in the 1970s: Aussault Rifle: M16 Good accuracy Medium range Can fire full, burst and semi automatic Medium Armor Penetration Medium weight High chance to jam. [*]AK-47 Medium accuracy Medium range Can fire full and semi automatic High Armor Penetration Medium weight Medium jam Chance [*]HK G3 Good accuracy Medium range Can fire full, burst and semi automatic High Armor Penetration Heavy weight Low jam chance [*]FN FAL Medium accuracy Medium range Can fire semi and burst automatic High armor penetration Heavy weight No jam chance. Machine Pistol: IMI UZI Low accuracy Short range Can fire full and burst automatic Medium Armor penetration Very low weight High jam chance [*]HK MP-5 Medium accuracy Short range Can fire full, burst and semi automatic Medium Armor penetration Low weight Low Jam chance [*]Sterling L2A3 Medium accuracy Medium range Can fire full, and burst automatic Good armor penetration Medium weight Medium Jam chance Sniper Rifles (in fact we have no ranges in military grade in this game, so we should go for police weapons) Walther WA 2000 High accuracy Good range Can fire semi automatic High armor penetration Heavy weight No Jam chance [*]Steyr Mannlicher SSG 69 Very high accuracy Very good range Can fire single bolt action (reload after each shot) High armor penetration Medium weight Very low jam chance [*]Springfield Armory M14 DMR High accuracy Medium range Can fire single and burst automatic High armor penetration High weight Very low jam chance And many more, if you want me to complete the list, I will do. But for now: This is just a "idea" of what I mean. More weapons with different Pro´s and Con´s. Additional to the variety of weapons, I would love to customize them. For example: Reflex/Red-Dot -sight Reflex-Scope gives + 10 to "reflex" Red-Dot-Sight +5 to Reflex and +5 to accuracy [*]Sniper/Hunting Scope Hunting Scope + 10 to "accuracy" Sniper Scope + 15 to "accuracy" [*]Under Barrel Grenade Launcher: Gives the ability to fire grenates over a long range Laser Pointer: +5 Accuracy and +10 to luck on reflex shots in enemy turns Flashlight: +10 to range and +5 accuracy in night missions. Would be nice. It grands lots more control to the player´s team and you have enough room for DLC´s and Add-Ons ;D Also I would love if the time between ballistic weapons and super-cyber-laser-punk weapons would increase. Currently, its my fourth playthrough and I need not more then 10 minutes to step into laser weapons and wolf armors. Thats to short. Ground Battle ----------------------------------- General Movement There are some points I was missing in Ground Combat. First of all, I can not lay down. In my eyes this is a core feature of tactic round-based combat. Also, I missed the option to move crouching. Grenades Small obstacles like fences and low walls should not hinder my grenade accuracy, that is a no-go. Also the chance to miss a grenade throw should be better calculated (its a elite force of the best soldiers worldwide, not the third degree girl-sport-lesson). Respect your Lore! ^^ in the Lore you told me, the Sybillians have bad eyes and a low sight. Stay away before you shoot, you say. But they shoot sharper then my snipers, on ANY distance. Also the Caesarian Aliens should be fragile .. but they can hold the same amount of damage like others. Androns should play stupid because the cant calculate wounds and the mention of "dying". But they act like all others: Come out, shoot, go out of sight begind obstacles. Poor Sight The line of sight should be more adjusted. Whenever I start a mission, I face the following situation: I got shot down from the "nothing" (fog of war). All aliens have more vision then my soldiers. Regardless if Ceasarians (with perfect eyes) or Sybillians (with bad sight) they all attack me before I come close to their range.. miles between me and them. This result in the fact, that most soldiers die, just because I need to lead them to where the shots come from. Cosmetic If my shot miss, let it look like I "missed" my shot in a realistic order. Currently my sniper shoots and the bullet hits the ground 1 meter after leaving the barrel. Or hit something 5 meters away from the target. I mean, ok, 95% chance to hit and miss is hard enough, but sometimes it looks like I have a idiot on the rifle that barely knows how not to harm himself with it. Civilians and local forces. I think it is a good idea to make the Chinook closable. So that I can search civilans, and lead them to my helicopter as a safe place. They should react to my presence. Always walking towards me to stay covered behind. But the just run into their doom. Also local forces should stay back, because: The boss is now here. In real life there is no difference. If the .. uhm.. where do you come from? Usa? yeah, if the SWAT or Homeland Security enter the stage, the local police have to leave the area of operation. This is basic. Hide and seek. While just my shield-guy is protected and not the guy behind him, aliens never stay covered. They just walk out of sight. I think at least the Sybillians and the Cesarians should use walls and fences to crouch behind. Missions ----------------------------------- Currently we have: Bringing Terror to alien bases Stop Terror attacks from Aliens Clear Crashsites (and landing places where you find crashed ufos ?) Air-Fights Defend your base against invasions Cool. But let me try to extend this list a bit. Free deported prisioners from a Alien Base Scout and infiltrate Alien Operations (whithout being spotted) maybe sabotage or steal something?! Evacuate a city before a "wave based" alien attack starts. Assasination mission. Where you have to kill just one special alien leader Escort missions (Aircraft), you need to protect ships or special places with patrol or follow - flights. Escort missions (Ground Forces), you need to escort very importand persons from one place to another. Blow-things-up missions. Where I have to destroy any important object(and to give the C4 in my backpack a role) Hijack alien crafts. Hey guys, lets stay in the next tractor ray, I need a new UFO. Overall Gameplay ----------------------------------- I love this game, really. It provides me a lot of fun so far. Really good job. But I would love if things can slow down a bit. I already sayed that the step from ballistic to laser is to close. But also I miss the "fear" and the "panic" that a alien invasion would spread. A bit more "we are soo doomed" feeling would be nice. Also I see that the Money part is really unrealistic. Ok I understand you tried to hold sums low. But a full Fighter Airplane for 100.000? A elite force to defend the world with a start of 2.000.000 ? That turns things wierd. Producing a laser pistol cost me 20.000 So a Laser-Gatling, Allenium sidewinder missile armed fighter jet is worth 5 pistols?! Selling Laser technology brings me just the build-price. If I would sell a laser rifle im sure the NSA or CIA would give me, whatever I want for it ;D Sattelites would be nice. Our Orbit is flooded by spy-sattelites. Not only one of them can grand me access to defend human kind? Are they all to busy with listening innocent peoples telephone calls? Base Building. Why im limited in space? There is no reason for limitating me. I should have the option to build bases on the ocean. A Aircraft carrier for example. At least, the UFO spam is setting me up a bit. 90% of the time there is nothing happens. But then, 87489237 UFO'S come together and I cant do nothing against it. I can shoot down .. maybe ten of them. Then I have 10 Crashsides. Sending out my two teams, make the mission, have 5 Guys that go to hospital for 14 Days and what? Lost 8 crashsides. This result in: My team just do base-capture and Anti-Terror missions. All Ufo-Crashsides will be bombarded unless there is a new UFO-Type inbetween. So, thanks for reading. I hope there was one or two points that gives you a idea or a suggestion. If I find more interesting things, I edit this post. Best regards, VoidByte
  2. WISH LIST Last Update 1/10/2013 8:12 pm EST BUG LIST Last Update 1/5/2013 9:30 pm EST NEW ITEMS!!! T23-red death marker to ID soldiers bleeding to death (troop number has red outline) M09-mouse scroll toggle disable/enable option C11-Alien Sympathizers, will help aliens in areas the aliens have influence over Rejected items will be moved to the RWL (rejected wish list) Bottom line is I will need your help to keep this up to date for the dev teams and our ease of use Thank you again folks To the Dev team, Bugs I find while beta testing are at the very bottom with notes on the bug and possible fix (if I can figure one out) ......................................................................................................................................... ......................................................................................................................................... WISH LIST (not in game but lets talk about it and how it would work and help the dev team out) ......................................................................................................................................... ......................................................................................................................................... Geoscape last item number G02 Base last item number B03 Air Combat last item number AC07 [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]AC03-National Support[/TD] [TD]Other nations try and shoot down UFO's in their air space but never go past starting jets tech wise[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Soldiers last item number TR08 [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]TR06-Load out Copy/paste[/TD] [TD]Ability to save a soldier load out, name it, and apply it to other soldiers equipment profile[/TD] [TD]In-Game[/TD] [TD]Links[/TD] [/TR] [/TABLE] Aliens last item number A09 Civilians last item number c11 [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]C01-Pistol Civilian[/TD] [TD]Civilians have a chance to have a pistol and 1 clip[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C02-Riffle Man[/TD] [TD]Civilians have a chance to have shotgun/riffle and 1 mag (all tilesets have a chance of spawning armed local units)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]C11-Alien Sympathizers [/TD] [TD]Civilians in areas under alien influence should shoot at Xenonauts, and in areas that are pro Xenonauts you have a 1% chance that an armed civilian will try and help the aliens[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Weapons last item number W09 [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]W01-Proximity/land Mine[/TD] [TD]Can be thrown, blows up when something walks on or near it[/TD] [TD]Possible[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W05-Saw type weapons can area suppress[/TD] [TD]Weapons with very high rates of fire and average or better accuracy can suppress an area (already in code)[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W06-Regular fire supression[/TD] [TD]Large amounts or regular fire can suppress a targer[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]W07-Flamethrowers[/TD] [TD]Weapon system that burns any target in 10 square long line thats 3 squares wide at end[/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Armor last item number A05 Tactical last item number T23 [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]T02-Psi Defence[/TD] [TD]Psi defense teck for humans[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T03-Sensors[/TD] [TD]Motion sensors hand held/grenade forms[/TD] [TD]Considering[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T04-Teir 2 Medkits[/TD] [TD]Upgrades to medikits (smaller,Lighter, Heal more) learned from alien medical tech[/TD] [TD]Not Telling[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T05-Easy reserve/active[/TD] [TD]Be able to use reserve AP to shoot without having to disable reserve AP[/TD] [TD]Under Consideration[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T07-Fog Of War[/TD] [TD]Only see shots fired at you that is in some soldiers LOS[/TD] [TD]Planned[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T09-Human Exit[/TD] [TD]Humans can get in craft and leave[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T20-Load Plan[/TD] [TD]Control of troop order/load out on troop transport[/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]T23-Red Death Marker[/TD] [TD]Soldiers who are bleeding to death have their number box inside a Red highlighted border for ease of identification[/TD] [TD]Unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Environmental last item number E13 [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]E06-ponds in maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E07-Snow maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E10-Desert maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [TR] [TD]E12-Arctic maps[/TD] [TD][/TD] [TD]In Game[/TD] [TD]Links?[/TD] [/TR] [/TABLE] Misc last item number M09 [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]M09-mouse scroll toggle disable/enable option[/TD] [TD]Option to toggle mouse scroll option on off or set a key like tab to cycle through soldiers[/TD] [TD]unknown[/TD] [TD]Links?[/TD] [/TR] [/TABLE]
  3. 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]
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