cwamartin Posted March 17, 2025 Posted March 17, 2025 Hi, I really like the way we now have a bit of variation between weapon types and other tech, for example upgrading laser weaponry or Guardian Armour or engine upgrades for the interceptors. One of the (very few) things I didn't like about X1 is that all the various weapons are basically more powerful versions of the same basic types - pistol , shotgun, rifle, sniper rifle, machine gun so to get some variation that is unique to a given weapon type such as laser recharge is great. I wonder would it be possible to do something along similar lines with other weapon types to give more variation there also? For example, laser weapons could get increased damage but not the recharge option (or vice versa); Gauss weapons might get an upgrade to use ammunition that does more damage after research into one of the more advanced alien alloys or maybe to extend their range/accuracy after some appropriate research. Fusion weapons could get the opposite of whatever the laser weapon upgrade is (i.e. if the laser weapons got increased damage, fusion weapons would get recharge; if the laser weapons got recharge, fusion weapons would get increased damage). Maybe you could even limit the upgrade to specific weapon types, e.g. a Gauss sniper rifle could get an increased accuracy bonus whereas a laser shotgun could get increased range etc. Also, the aliens have poison grenades which we can capture but that goes nowhere as far as research and equipment is concerned. What about, after research, the rebreather equipment (I forget its proper name) could be updated to protect against poison grenades or, at least reduce the damage caused by poison grenades? What about grenades that poison the aliens for our troops to use? Another suggestion is that tech could be researched and developed mid-late game that allowed a device to be carried that could repair damage to the MARS or ARES units. It would work like a medikit in that it would only repair up to half the damage taken. Its use could be limited by making it very heavy so that a soldier who carried it would be limited in other equipment. Finally, I think the grenade/grenade launcher could do with more options. In X1 we had stun gas grenades; I would like to see them in X2. Also, what about high explosive, armour piercing, poison (see above) and incendiary options? What about a guided missile option (something like the Blaster Launcher from the original X-Com games) for an end-game weapon? Variety is your friend!! Many thanks Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.