Jean-Luc Posted October 16, 2012 Share Posted October 16, 2012 (edited) #1 Base expansion/building. This is very much related to Chris' "Difficulty Curve" thread but is of general interest as well. The idea is to make the expense of base building more gradual and enable establishing of smaller, specialized bases that can later be expanded depending on need. Each base consists of 49 squares (7x7). For the sake of discussion let's say that establishing a new base costs 980.000$ which is 20k per square. Instead of paying close to a million to make a new base why not pay 80k for a small 2x2 base with command center + 3 squares for whatever you want. Hangar + chinook + living quarters for a deployment base for example. Early game this could work in tandem with Chris' proposal to have crash sites randomly generated by npc air forces as it would allow you to more easily cheaply spread your soldiers across the globe and reach those minor mission sites. In general it would provide a more gradual increase of base building costs and allow for specialized bases without having to pay for space you're never gonna use. Why pay full price and end up with wasted space when all you want is a 2x4 interception base (CC + radar + 3 hangars) for example. Should the demands for space increase one would be able to mark a set of square to be dug into (dungeon keeper style) for 20k per square. See image below. Red square is the "starting area", blue squares can be built in, gray squares can be dug into. Problem with map generation for base defence? There could be 3 pre-set base sizes allowing smaller bases to be converted into larger ones. #2 Air combat - directional rolls. -Nevermind. The idea is simply to allow players to choose the direction in which the interceptor rolls when performing the maneuver. Instead of one roll button have two for the different directions. I've watched quite a few LPs there were many situations where I thought this would be useful. It could make air battles a bit more involved and allow for a bit more "player skill" without making them longer or more tedious. Not sure how the AI would handle it though. Example below. http://oi46.tinypic.com/bdjktk.jpg #3 Early game UFOs and map sizes. With the recent announcement that alien fighters will also, almost certainly, generate crash sites but be unenterable (along with light scouts) and the fact that these minor crash sites typically have 2-3 aliens (often just 1 or 2) it might not be a bad idea to reduce map size for these early missions (maybe even up to 50%). - With so few aliens (do higher difficulties have more?) there's really no point in sneaking around and exploring all those buildings. Let these early missions be quick shootouts that introduce players into the game and don't take more time than they really need. - It would make small missions less of a chore and would lessen "player fatigue" later on when larger, more difficult and more time consuming missions start appearing. - A more gradual curve from the smallest of maps/missions to largest. Edited October 16, 2012 by Jean-Luc Quote Link to comment Share on other sites More sharing options...
Dowly Posted October 16, 2012 Share Posted October 16, 2012 #2 Air combat - directional rolls. Already in. Select the aircraft and hit either Q or E for left/right roll. Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted October 16, 2012 Author Share Posted October 16, 2012 Already in. Select the aircraft and hit either Q or E for left/right roll. Eek, never noticed this. So what happens if you click on the roll button (without using hotkeys)? It just chooses randomly? Quote Link to comment Share on other sites More sharing options...
Gorlom Posted October 16, 2012 Share Posted October 16, 2012 Already in. Select the aircraft and hit either Q or E for left/right roll. Curse you manual/keybinding list for telling me the game has what I want already without me noticing!! whoever reads those things anyway? Quote Link to comment Share on other sites More sharing options...
Dowly Posted October 16, 2012 Share Posted October 16, 2012 Eek, never noticed this. So what happens if you click on the roll button (without using hotkeys)? It just chooses randomly? Yeah, think it's random. Curse you manual/keybinding list for telling me the game has what I want already without me noticing!! whoever reads those things anyway? Hahahaha Quote Link to comment Share on other sites More sharing options...
HWP Posted October 16, 2012 Share Posted October 16, 2012 #1 - just transfer most of the cost from initial base-building to the modules. Return that cost when dismantling modules. Quote Link to comment Share on other sites More sharing options...
Jean-Luc Posted October 16, 2012 Author Share Posted October 16, 2012 (edited) #1 - just transfer most of the cost from initial base-building to the modules. Return that cost when dismantling modules. Not bad, and much easier to implement (or mod in). With the numbers I used you could simply add 20k to the cost of each facility. Edited October 16, 2012 by Jean-Luc Quote Link to comment Share on other sites More sharing options...
thothkins Posted October 16, 2012 Share Posted October 16, 2012 I might have read this wrong, but I thought that Xenonauts had older bases that it used to use, slowly abandoning them as funding was reduced until all that was left was the starting base you choose. Perhaps a cheap option would be to have an optional base in each funding region available for a reduced sum? Penalties would be size, set location within that nation and an increased amount per facility to bring it up to spec again after decades gathering dust. Quote Link to comment Share on other sites More sharing options...
Buzzles Posted October 16, 2012 Share Posted October 16, 2012 I might have read this wrong, but I thought that Xenonauts had older bases that it used to use, slowly abandoning them as funding was reduced until all that was left was the starting base you choose. Perhaps a cheap option would be to have an optional base in each funding region available for a reduced sum? Penalties would be size, set location within that nation and an increased amount per facility to bring it up to spec again after decades gathering dust. I swear that's the rough blurb for UFO:AI's PHALANX history there thothkins Quote Link to comment Share on other sites More sharing options...
thothkins Posted October 16, 2012 Share Posted October 16, 2012 I'd feel bad if I knew what that was Instead, it was taken from "Funding was reduced to a trickle. By 1979, the Xenonauts were reduced to only a single installation, a dozen trained soldiers and a handful of loyal researchers and technicians. " which is part of the Xenonauts backstory. Cue Xeno-Phalanx flame war? Quote Link to comment Share on other sites More sharing options...
svidangel Posted October 19, 2012 Share Posted October 19, 2012 I really like the idea for a reduced size, reduced cost base. While it might be easier to shift the cost from base purchase to module purchase, it wouldn't really force a decision like using one of your potentially larger base slots for a smaller, faster expansion! Quote Link to comment Share on other sites More sharing options...
meowmers Posted October 20, 2012 Share Posted October 20, 2012 wouldn't it be simple enough to have a few Modules at different cost that would determine the initial maximum base size. like a 1x1 version of the 2x2 headquarters we are using now. im kind of against anything that forces or even suggests you play a certain devised way even if it's the way that most people decided to play back in XCOM. I already play with specialized bases, if the game was streamlined to that play style it would take away some of the challenge of managing bases that way and reduce viability of other tactics. I think it's best to keep things as freeform as possible and let players develop their own limits but it's really up to the developers. I like the idea of Dungeon Keeper style rock carving especially when it comes to base defense. Quote Link to comment Share on other sites More sharing options...
meowmers Posted October 20, 2012 Share Posted October 20, 2012 (edited) I had the idea of tying the maps for missions even more to the geoscape map with a "population density overlay". essentially the SatMap would show lights under the night part to give an idea of the population in an area and whether the maps would be in populated areas or the middle of nowhere. and it would look neat animated. also, more specific terror and other missions, like the cruise ship ones from TFTD. maps that are just of a specific full size building like a school or a mall... I thought up a mission where you'd think you were in the woods but then as you explored you'd find walls and it turned out the ufo crashed into an arboretum. or the NA council could have you shoot up a Soviet military base using plasma weapons to make it look like aliens did it. you don;t have to accept but lose major rep if anyone escapes. or monthly Manufacturing/Sales quotas for subsidies. ie produce 200 laser rifles/5 planes/etc in a month to be bought at double price on the practical side, it'd be nice if civilians had a specific objective during missions. Like get to the choppa, or hide and stay put. the Hidden Movement in turnbased games always gets really annoying when non combatants are running around especially when you are hunting for that last guy. (Ive noticed with the new AI aliens seem to like to get to ground if they are outnumbered). I suggest that civilians, bravery permitting, make a beeline for the Chinook and disappear from the map considered rescued. otherwise they take shelter in a room and hide until their morale improves. Edited October 20, 2012 by meowmers Quote Link to comment Share on other sites More sharing options...
zzz1010 Posted October 21, 2012 Share Posted October 21, 2012 Ability to trow things from hands. I'm miss that. Maybe alt+click( or Z+ or X+ or whatever) Quote Link to comment Share on other sites More sharing options...
lemm Posted October 23, 2012 Share Posted October 23, 2012 Do you think it would be helpful to be able to build corridors in the base? These are just empty tunnels that can be quickly built (in 3 to 5 days) that help you in quickly establishing a base layout. Later on, you can convert corridors into actual base components. Quote Link to comment Share on other sites More sharing options...
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