General > Discussion
Weapon Ideas?
Pretend:
I think his suggestions were pretty decent and could be implented to create more realism, plot and mission variation to the game. I think big area where Ufo:AI could improve above the original X-Com and all them clones is to create more atmosphere, create more rpg kind of elements, create character..
So I would indeed like to see missions with different objectives - maybe like scripted voluntary plot missions. Search/heal/escort crashed pilots back to the transporter, help defend a military base with some local militia, search a map where there maybe ain't no aliens, but a group of crazy men etc. And for even more plot missions where you have to choose one of two objectives.. like free soldiers from alien holding cells or retrieve the alien data which they will destroy if you go for the cells. eg. gain 2 veteran soldiers or a free tech.
Maybe it's called realism, but I think it makes the world live and become more personal.
edit: Though, I am in no position to wish for such complexity, because I am not a coder nor a scripter.. but I try to help a little with things I do have talent in. :)
homunculus:
afaik more diverse alien weapons are wanted, maybe they should have... some freaky mutant biological species that would be merged with a cannon of some sort.
that would be nice and sinister, especially if the biological species would be somewhat recognizable as a merge of some earthly animals, and would appear later in the game when the aliens have progressed a bit with their research.
might give the player some clue as to how long it will be until aliens come with xvi.
maybe it would just run next to a soldier and explode.
it would need some walking animations, though, like bloodspider.
--- Quote from: Pretend on June 04, 2010, 10:14:15 pm ---[...]search a map where there maybe ain't no aliens, but a group of crazy men etc[...]
--- End quote ---
you mean, like a lunatic asylum?
lmao.
also, i can imagine an out of space civilization making first contact with humans, and their first landing site, by accident, happens to be a lunatic asylum.
--- Quote from: WhiteFang on June 03, 2010, 12:04:30 am ---Well I must apologize for this post then.
--- End quote ---
nice butthurt discussion here, but a man must do what a man must do, and when a man says he must apologize, then he must do so.
and he said he must apologize, and he still has not done so.
probably thinking about the right words to say, i assume.
Gantoris:
Id like to see more human based weapons trees to explore based of backwards engineering alien tech, instead of just normal weapons -----> Laser ------> Plasma maybe some branching tech trees to explore and specialized directions to go in such as sniper weapons, heavy, explosive ect....
The tech tree is a bit linear as it is you just follow a set path and get everything.
val:
Got an alien weapon!
Go to Weapon proposals on the UFOAI contribute wiki and look for Alien KKV launcher. Its on the bottom of the first list from the top.
Its a launcher for a antimatter/matter rocket. No warhead. Doesn't need it.
2 types of ammo: solid(straight line explosive) or shredder(humongous shotgun!)
Also could add an alien shock wave weapon(shoots a wall of plasma curved on x and y diminsions. Three different sizes. Probably codable as hundreds of "projectiles".)
Precisionist:
The problem is all weapons pale in comparison to the laser weapons. You learn about the plasma pistol (somewhat useless), plasma rifle (pretty much useless unless close up) and plasma blaster (a completely useless weapon), but end up equiping your guys with the heavy laser. Nothing compares when you look at the damage & accuracy.
The only problem there is that if you have a lot of bases, and lets say 2 troops per base using the heavy laser, you will have trouble keeping up with the ammo for it when you reach the dozens of missions per day stage. You then either have to dedicate a manufacturing group to produce the ammo (sacrificing a group to get you anti-matter) or have to occasionally forgo the heavy laser for the machine-gun on some missions (which isnt a bad weapon anyways, even later in the game).
IMO the devs made the laser weapons too powerful, and the alien weapons too weak. The upside to that is missions where the aliens try to fire the plasma blaster at you across the map, when in reality they have an effective range of like 4 squares.
The only downside to this all is that you'd think the aliens would have a great long range weapon, as they should have the technology advantage. But the reality of the game is that if you have a laser squad they will tear up and plasma-using alien encounter every time, if you use cover effectively.
Unlike some of the posts here, I find the aliens too easy compared to the X-Com games. My laser-equipped squad never has to worry about range, I just fire then cover. Even if exposed, half the time the aliens fire at me with the plasma blaster and miss horribly. I dont care how many shots it takes to take down an armored Otnok, as long as I have the range I win.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version