Technical support > Feature Requests
Ideas for Equipment/Maps in RC5 or later
Bandobras:
Yes, the equipment is typed in right (with small tweaks by me), thank you. I now see the shields are not likely to fit the setting as seen by the storyline guys --- oh, well, perhaps they will be useful for some mods later on.
There is a map section on the wiki, though I don't know what's there, exactly. Other ideas might be fiiled as Feature Requests on SourceForge, once you checked other Feature Requests.
sirg:
I would borrow some things from other games that I've played.
How about arming some civilians with cool but useles weapons. I proposed this on the wiki as well:
Civilian "weapons":
Axe, Baseball bat, Magnum (Dirty Harry's gun, with one bullet left) :P , Double Barrel Shotgun
As I said on an other post, I would like some missions with other goal rather than kill all aliens, while no civilians get hurt. Some ideas:
# An UFO has landed for minor repairs. Get a scientist and have him plant a tracking device in the UFO, than return your squad to the dropship. (timed mission, after X turns the UFO takes off)
# An UFO has crashlanded somewhere. It's reactor is about to go critical. You have X minutes/turns to get to the UFO and download any data you can from its computer / recover some component, like Elerium. (you have to bring a scientists along)
I think the game and tactical missions would be much more interesting and less repetitive if the squad could include a scientist, a doctor or an engineer. One could be useful in disabling a forcefield, operating psi devices, healing, operating alien hardware... disabling traps, etc.
Besides, an actor should have more stats, like science, pilot (for piloting aircrafts), medicine, xenobiology, etc.
I would also like some similar sounds with X-Com. The screams and footsteps were great.
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