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Showing results for tags 'customisation'.
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Optional uniforms? I noticed the Army guy and a few other things like cops. Would it be hard to add those to options of player uniforms? Maybe even come out with some others as well. Desert cammies, black SWAT, etc. I'm sure you have a million other things to do. This is just a thought for the future. Wouldn't mind being able to select the faces as well. Love what you've done so far. Closest thing to the original X-Com, but yet it has it's own feel.
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Soldier Customization - Uniforms: I know this is aesthetic, but maan. Even though it'd be aesthetic, I love the idea of messing with color/camo schemes. You could split the slots between helmet, vest/joints and clothing. That, or limbs/vest & clothing. It would add a very nice touch in making the Xenonauts your own. You could have an all black, commando scheme, SWAT style scheme, U.N peacekeeper theme etc. I'd suggest: Colors: Gray, Dark Gray, Black, Navy Blue, Blue, Green, Olive Drab, Khaki, White Camo: Urban, Desert, Jungle/Forest is really all you'd need. Soldier Controls - Mass Select: One slightly annoying thing is that you can't simply move multiple units at once. Being able to drag/drop to select multiple troops to move in a direction would be nice. You could add a toggle to the UI to go by the furthest moving soldier, slowest or averaged speed. This would be very convenient and remove some micromanaging when it isn't needed. Weapon Customization: I know additional weapons aren't really planned but, any chance of having weapon customization ala Jagged Alliance? I'd absolutely love that. You could have the slots be: Top: For scopes. Including ones meant for more reflexive use, telescopic sights and night-vision. Handguard: Forward grips (increased accuracy), flashlights, bipods (less spread/more accuracy when firing in full auto/bursts). Could also be for changing materials for lighter weight (polymer vs wood, for example) Barrel: Length/weight of the barrel to effect accuracy/recoil/range. Stock: Removing/adding different kinds of stocks for weight. Having no stock could make a weapon one-handed or even lighter, but it'd effect accuracy and range. Clip: For a M16 for example, this could be anything from the standard 20 round, to the 30 round magazine to a drum. For the non-ballistic weapons, other than the above, I think you could do it to represent how 'advanced' or close to the original alien design it is. Say, you could make a laser gun with modern materials outside of the most essential things, but it can't be used after a certain amount of rounds (barrel melting/overheating) or it has less ammo per clip/take up more space (powerpacks). I haven't actually got far enough to use laser/plasma weapons yet, but you get the idea. Btw, is it possible to pin down enemy aliens? If not, then adding the ability to suppress fire would be pretty sweet.
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Not sure if this has been suggested before but since just recently checking out (and loving) this project, I thought it would be really cool if you could either create or edit a Soldier's background. I love the random element and I know that's what your team is going for, but I'm one of those X-Com players that love naming their Soldier's after people they know and getting invested as they take a shot or do something heroic. So, I think the Soldier backgrounds are a brilliant idea and I love it, I'm just wondering if it would possible to let you "fill in the blanks" so to speak on Soldiers. Especially choosing their nationality would be really cool. The extra/step idea on this would be to "recruit" soldiers and let you pick and choose how you wanted them, superficially of course, not so much stats.
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1) Was thinking something along the lines of giving the planes and vehicles pilots and drivers. They would then be able to level up just like the soldiers. Like the pilots could learn to dodge lasers better or become better at shooting down certain types of space ships. Vehicle crews could get more action points when they become better trained or improved accuracy and so on. There could even be some sort of survival chance for the pilot, where he could eject and then travel back to X.N. base. Vehicle crews could climb out of destroyed units and then if they survived the mission return to fight another day. After a trip to the sick bay of course. 2) As to the destroyed equipment, I was thinking that the destroyed hunter husk could be repaired at the base for a fraction of the cost of buying a new one. Thus giving the engineers something to do. Could also incorporate some sort of engineers improving hunter armour or sights or rifles to improve the gear. To give them something to do while research is under way. These improved rifles could be silencer, larger clips or larger calibre bullets for the assault rifles. Comments and other ideas welcome. Thanks for taking the time to remake a classic and keeping the feel of it.