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Author Topic: Implant System Idea.  (Read 7368 times)

Offline DiDiT

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Implant System Idea.
« on: April 10, 2010, 09:37:38 pm »
I had a idea of, as well as (or instead of) the 'normal' purchasable implants idea, having a system where the player can personally modify the Stat's of the soldier for the cost of a modest amount of money and some of the troopers moral using a 'plus'n'minus system with stat-cap, like the fallout tactics character stat system? Here's a cheap picture I made in Mspaint to show what I mean.


hope that makes sense.



Offline Legendman3

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Re: Implant System Idea.
« Reply #1 on: April 10, 2010, 10:14:20 pm »
Wheres the points limit? Hmmmmmm?

Offline DiDiT

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Re: Implant System Idea.
« Reply #2 on: April 10, 2010, 10:33:00 pm »
uh... A point limit...

*hadn't thought of that...*

It would be money, both a one time fee to purchase the and a monthly one keep it working, and the troopers moral.
I mean, you don't really want a super soldier who cost you billions of dollars, needs a forklift to help get it up in the morning and is wimpier than a soggy sock, do you?  ;)


Offline Legendman3

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Re: Implant System Idea.
« Reply #3 on: April 10, 2010, 11:11:04 pm »
No lol and i think this is a good idea.

Offline geever

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Re: Implant System Idea.
« Reply #4 on: April 10, 2010, 11:49:57 pm »
@didit: UFO:AI will never be Fallout! No chance, sorry..


ps. neither Jagged Alliance nor XCOM:Whatever and so...

-geever
« Last Edit: April 10, 2010, 11:52:15 pm by geever »

Offline Legendman3

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Re: Implant System Idea.
« Reply #5 on: April 10, 2010, 11:52:02 pm »
Um this isnt turning it into fallout lots of games i know (mainly online) have this.

Offline geever

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Re: Implant System Idea.
« Reply #6 on: April 10, 2010, 11:53:09 pm »
Um this isnt turning it into fallout lots of games i know (mainly online) have this.

That doesn't mean we need it.

-geever

Offline Legendman3

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Re: Implant System Idea.
« Reply #7 on: April 11, 2010, 12:02:46 am »
Its still cool

Offline DiDiT

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Re: Implant System Idea.
« Reply #8 on: April 11, 2010, 11:34:24 pm »
cool it is indeed, but Tis just a simple suggestion.


might make a pretty cool mod though... Hmm...

Offline Bartleby

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Re: Implant System Idea.
« Reply #9 on: April 12, 2010, 01:17:22 pm »
hm...... the armour might make a soldier stronger in the future. like night-vision could be integrated in helms and so on.
are there crashed ufos or bases without light? i would like dark passages, where a portable light or a light on the helm or weapon is useful.
the light on the helm or weapon would also be cool grafic-feature ;).

Offline Legendman3

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Re: Implant System Idea.
« Reply #10 on: April 12, 2010, 11:42:21 pm »
I think you posted that in the wrong place dude

Offline homunculus

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Re: Implant System Idea.
« Reply #11 on: April 15, 2010, 02:15:06 am »
hm...... the armour might make a soldier stronger in the future. like night-vision could be integrated in helms and so on.
are there crashed ufos or bases without light? i would like dark passages, where a portable light or a light on the helm or weapon is useful.
the light on the helm or weapon would also be cool grafic-feature ;).
i think he meant that many things which could be implants could also be normal equipment instead.

btw how would an implant increase something like e.g. strength?
an extra testosterone gland to increase metabolic rate and effects of strength training?
or muscles replaced by something?

Offline val

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Re: Implant System Idea.
« Reply #12 on: September 08, 2010, 07:11:10 am »
Hmm..
I can think of a different system for implants that's more creative than a point system.

We'll have 6 slots for implants or cybernetics:
Head
Torso
both arms
both legs

We have a variety of researched implants that can be installed in a specific slot. Either one implant per slot period, or a point system (Implant slot A can mount 15 points worth of implants. Implant A has point value 5, Implant B value 10, and Implant C value 5.  Implant slot can store (A,B), (A,C) and (B,C), but not (A,B,C) )

Probably:
Head implants influence TU cost on everything and accuracy.
Torso implants influence health and total TUs
Arm and leg implants get interesting.  Not only can they influence accuracy and TU's respectively, but there's a dozen weapons that are born to be mounted on a biomechanical arm or leg (say, a blade, or a submachine gun)
« Last Edit: September 08, 2010, 07:12:54 am by val »

Offline Hertzila

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Re: Implant System Idea.
« Reply #13 on: September 08, 2010, 03:01:07 pm »
Isn't there a mechanic augmentation system in planning (waiting for somebody to do it)? In other words, downright removing an arm (eye, leg, whatever) to mount a mechanic replacement.
Weapons intergrated into the implant itself don't sound very good, though. Unless Navarre can somehow figure out how to hide a kerr-knife (monomolecular knife) in there without risking to destroy the insides.

Offline geever

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Re: Implant System Idea.
« Reply #14 on: September 08, 2010, 04:16:27 pm »
This topic tends to be a "make UFO:AI like Syndicate" and I don't like it. That was a different game. A good one, I've played it through, but not this one.

-geever