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Found 2 results

  1. I wanted to start an alien infiltration mission. but I only had one soldier left. I started this mission anyway. After some time another mission (recruit staff) was over. I thought to myself: maybe I could send two more soldiers as reinforcements and to my amazement it worked without lengthening the arrival time. I see it as a logical mistake. The arrival time should be adjusted for such a procedure, because the first soldier has to wait for the reinforcement.
  2. I'd like it if we could train extra-espcial operatives who can go on one man missions into either: Alien Infested territories Alien Ships(crazeh I know) Deep Alien Compounds with like rare tech to steal, or intel to record. Missions like kidnapping ALIEN VIP. Steal Alien vehicles. Sabotage alien structures for future assaults. etc. The idea is to add special new buildings and training for a new type of Future Soldier - Alright the REAL idea is that in this game: [video=youtube;REqTL-d7l28]http://www.youtube.com/watch?v=REqTL-d7l28 was epic because you were one guy, on a mission, in and out. With your own set of trials. It would also be cool to have special units who you REALLY needed to prepare extra especially for their special mission. Every item could be a life saving turn in the mission. Instead of just throwing 10 guys into the mix and hoping for the mix. Extra Stuff to add: Specialized melee weapons Specialized unarmed take downs. Stealth? Throwing knives? Hacking skills The missions should play with objectives like 1. Record special object on camera 2. Steal intel chip from alien computer 3. Infiltrate base and rescue hostage? 4. Plant explosives at key objectives and detonate and escape 5. Blow the base up 6. Steal prototype weapon 7. Wear a bandana. 8. Mess stuff up. 9. Spy. 10. Hijack vehicles and drive them back to base with alien hack device. 11. Stuff. Yeah I think it'd be cool to have one man missions where using the stuff you got available is key. It'd be epic if you could even draw out the missions with some survival aspects, or missions where you can leave your man there and so if you launch an attack youve got someone behind enemy lines surviving. Which leads me to my other suggestion: 1. Add field ops where survival gear dictates the success of your missions 2. Field ops are multiple day missions where you need to deal with objectives that cant be finished in one mission. 3. Add MRE items. 4. Improved medkits. 5. Field Sleeping bags. 6. Starvation? All these missions are played with a kind of save and go thing, each one cataloging an on going operation on the world map (like a crash site icon does) and clicking one will go to the mission to show you the status. Then I guess as you pass the time the computer will either complete or fail a task based on some preset parameters to simulate the mission progress. So you'd have to code predefined zones for your characters in spots that they might end up being during the mission unattended progress. Or you could simply have them in stand by mode while time passes and based on where you placed them they might get caught and die or get caught and start a tactical round that requires your immediate attention. Multiple missions would be all qued. For multiple abrupt contacts. Hmmm yeah, would be bad ess!!!!
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