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Hi Guys First time poster As the title suggests I have a few thoughts Id put out there and see what you think. If anything I have suggested has been posted I apologize. I'm not sure if any of have played Ufo: Alien Invasion, Its a Open source game with alot of ideas I like and was wondering if it was plausible to add and if not why don't you think it would work. 1. Jets Customizable. Basically you can add electronics to your craft IE: Weapon tracking systems that give 25% hit chance or ECM Jammer so you could dodge incoming threats or even Advanced Composite Components that might give extra Armor that would make your craft last longer but the downside make there Top speed or cruise speed slower. 2. Weapons. I thought this was quite a cool idea. Grenade launchers for example have more modes of fire such and Air-burst basically there's an alien behind cover you can shoot it releasing a hail of metal on him. Another mode of fire was timed in which the gun was fired and the Projectile didnt explode until it stopped and Ufo:AI some maps are uneven and follow the path of least resistance.. I even had a "oh shit.. well.. Should have known that would happen" moment where I shot it inside a House only to kill my squad and a few Civies 3. Pilots. I know this is in the FAQ on why you guys don't think it would work I'm just putting it out there. Pilots that would gain experience therefore becoming better at dog fighting with the enemy. Which brings another idea if your pilot has been shot down and if he survives (Ejection seat -could be another customization where if your craft is shot down has something like 15% chance to live) there could be a Search and Rescue mission to bring him home before the Aliens find him. Like something where you have full vision of where he is and you can control him. The pilot only equipped with a Handgun or nothing where you have to bring him back to your craft for extraction or just kill everything. 4. Weapon Proficiency . In Ufo:AI the more you use a weapon class the more proficient you get with it. Just say you use Assault rifles exclusively for 1 of your soldiers he will go in time from Poor to good to great or even Not Competent to Competent. Gaining modifiers such as slight aiming bonuses to better reaction times. Thats all I can think of to add atm if I come across anymore things in which may improve this game Ill just add it to this as of now Id like to know what you think of these ideas
danzer posted a topic in Xenonauts General DiscussionHello guys! Just got this game and I almost wept on my first mission, I love the visuals, the gameplay, and I absolutely applaud you good sirs, I have not a single doubt that my premium pre-order was well invested. Noooow, that's not to say there isn't room for improvements, if only to my own personal preferences after a first impression... Let's get down to brass tacks! 1. Weapon modularity One of the things I adore with Jagged Alliance 2 gameplay was the modularity of most the weapons; get an AK47, stick a silencer on it, get a grenade launcher going and long range scope and you got a multi-role weapon capable of either engaging targets silently at long ranges, or blow them up. UFO: Aftershock and Afterlight did this too. What systems like these do is that they close the gap between tiers, and make the game progression less focused on tiers and getting to the next one, and more on what advantages each weapon provide. 2. Smoother field of vision While just a minor nitpick, I'd like an option to smooth out the field of vision to something akin to those used by other games, it's sort of more modern and you could do neat tricks where aliens could be visible just at the edge of your vision. It'd also make the game slightly less "blocky" ;P 3. More goddamn senses Now, there's perhaps nothing more enjoyable than a Chryssalid sneaking up on your soldiers and making mincemeat out of your poor chaps, I don't really see that happening with a Disc or a Reaper. Now, the UFO series pretty much had the best solution to this, adding detection based on sound, psionics, thermal and electronic imaging and even smell. 4. A solid engine with extensibility I think the engine is already pretty solid enough and I see there's some potential for modding already present, (although to what extent I currently have no clue, but I will certainly look into it) making this fully modable would immensely increase the replay value. I know that most dev tools often are spartan in comparison to a genuine SDK, such as UDK or the source SDK, but any tools and new toys you could make available to us would be incredibly appreciated! Just look at some of the more recent successes: The Bethesda/Obsidian studio games, Garry's Mod, Minecraft, Dwarf Fortress. Also, it'd pretty much snuff out every single thread for suggestions on this forum 5. Multiplayer This is pretty much optional, and I'm already asking too much, but multiplayer X-Com has already been proven to work and is the most hilarious thing ever. Hilarious you say? Ever seen the expression on someones face when they realize that they've just entered a house with a few pounds of high explosive set to explode on the next turn, madly rushing his remaining soldiers for cover? Priceless. Examples: JA2 1.13, UFO:TTS (Even includes strategic), UFO2K (Highly recommend you guys check this out) Lastly, I love this project and to be honest, and I'm pretty much content with how development is coming along. Keep up the good work!