project-navigation
Personal tools

Author Topic: Some Ideas  (Read 2566 times)

wake?up

  • Guest
Some Ideas
« on: May 27, 2007, 07:55:40 am »
Hi.
I played the first UFO from 1993, and i think there was some small
and nice features that would work fine at UFO AI,
and also, some new ideas from me.

1.
Look at this:
http://art.tartu.ee/~raivo/gui/arvutim2ng/ufo1.gif
An the right, abve the buttons, theres a string of small icons,
the was used to get quickly from base to base - nice feature.

2.
in the ´93 UFO u could throw things from soldier to soldier.
Usefull, so u could throw magazines or a grenade from one soldier
to another one that needed it.

3.
Afters a while, it gets boring, everytime get into inventory to place
a grenade in the soldiers hand and afters that get back the old
configuration - a lot of useless mouseclicks.
It would be good to get a "grenade" button on the HUD,
so u can directly choose a grenade (hold in belt) and usw it.
That saves a lot of mouseclicks.
(or else the soldiers should auto drop a grenade in their hand to the
ground, so they can use their weapons)

4.
In the old UFO there was an "motion tracker", after the aliens turn,
it showed their movement (the old position, where they stand at
their turn begins, so u didnt know their new position, but u know in
which direction they are) relative from the soldiers position that holds
this motion tracker.
Not even usefull at small maps, like used at UFO AI this time,
but realy needed at bigger ones (later at AI ?)

5.
Also it would be fine to add a "sins" feature.
The game should show things that the soldiers smell / hear / see.
I mean, that an icon over the soldiers head (or somethin else)
should be shown when this soldier heared an enemies steps in closer
or middle distance.
It should show the the distance of the noise (very close / close) and
the direction (low resolution, only like "anywhere in front of me").
Perhaps some aliens could "smell", so the soldier can notice that there
is a special kind of alien anywhere near him, but the player dont gets
a direction info.

6.
As an earlier version of the "motion tracker" a dog could be added.
This dog should be able to finde aliens by smell their smell and
follow the aliens steps.
The Dog can be "produced" at the base and should be controlled
by the player, but not like the soldiers.
He have to keep close to his dog leader (the soldier with the whistle)
and should not be bound on own movement points.
So could it work:
U move the dog leader, but the dog leader dont moves,
cause first the dog walks from the leaders position to the new waypoint
ans searches for aliens.
When the dog didtn find one, the dog leader moves.
Did he find an alien, then he retreat to his leader.
(dog ist bound to the rounds, he can search 2 round and have to rest
for the next one)

7.
I miss a feature that allows to remove older weapons and stuff from
the "produce" list, cause the list of things is getting very long and so
u loose the overview.
It would be good to klick at a remove button, so this object is send to
the bottom of the list to the "not longer needed" section.
(when do this, at same time the "auto sell" should get activated fot this
object)

8.
It would be fine so set up the grenade launchers ammo to explode by
impact or time, i think everybody know how usefull this is.


9.
In UFO AI, the KI is very hard, so the characters die very early.
Iam one of this "leave no man behind" thinking players.
Cant the soldiers first only be "heavy wounded" ?
The player should get some time to give this soldier first aid by an
ohter soldier, so when u do this in time, he dont die.
Perhaps u can get the choice to pay money to restore him at base,
so u can drop him, oder hold him.



I dont know if anyone thinks this features are usefull,
or u want them in AI, they are only some ideas  :wink:

Matti

  • Guest
Some Ideas
« Reply #1 on: June 22, 2007, 08:02:28 pm »
More ideas from another new guy

1.
There isn't enough action going around. How about more aliens to shoot at? And where are all the local defending forces (military, militia, police, gangs etc.)? So in city there could be couple roadblocks consisting of local defense forces, snipers in rooftops and couple Pasi. Right now we can imagine these things are outside of the map...

2.
Make people shout something: fire in the hole, didn't know who he was messing with, this is madness, this is Earth...

3.
Add some setting that can be used to change game's language.

Wanderer

  • Guest
Some Ideas
« Reply #2 on: June 22, 2007, 08:11:10 pm »
Quote from: "Matti"
More ideas from another new guy

1.
There isn't enough action going around. How about more aliens to shoot at? And where are all the local defending forces (military, militia, police, gangs etc.)? So in city there could be couple roadblocks consisting of local defense forces, snipers in rooftops and couple Pasi. Right now we can imagine these things are outside of the map...


The idea was a faithful recreation of the original game, which didn't include these originally.  There are threads running around about 'arming' the civilians, so this may come to pass.

Regarding tanks or similar, in development (long term, not soon) is the idea of including larger 'tanklike' units figure 2x2 walking grid sizes.  I doubt, however, you'll ever see a working APC or a map big enough to make it worth it.

Quote from: "Matti"

2.
Make people shout something: fire in the hole, didn't know who he was messing with, this is madness, this is Earth...


See thread in Sounds and Music regarding including voices to the game.

Quote from: "Matti"

3.
Add some setting that can be used to change game's language.


Copied from my answer in another thread:
http://ufoai.ninex.info/wiki/index.php/Manual/Language Short form, it uses your system language settings. Since you mention paint, I assume you're using a form of Windows (though I am unfamiliar with LiteStep). There are helpful instructions on the wiki, and it also connects to posts helping to reset your language options.