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Author Topic: Weapon Ideas?  (Read 9494 times)

Offline WhiteFang

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Weapon Ideas?
« on: June 02, 2010, 11:00:45 pm »

I was playing a company remake of X-COM which was... OK, but UFO:AI is much better thought out, anyway somethings I did like that can be used in UFO:AI
is some of the weapons. They had put in some new types of grenades and rockets. Examples: Proximity Plasma Grenades, Chemical Grenades, Chemical Spray, Plasma Rockets, Stun Rockets are just to name a few. I think it will they will give more charter to UFO:AI.

Any thoughts on this?

Offline Sarin

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Re: Weapon Ideas?
« Reply #1 on: June 02, 2010, 11:09:30 pm »
There's been a long talk about weapon ideas already, and most of what you said has already been proposed.

Read first, post second.

Offline WhiteFang

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Re: Weapon Ideas?
« Reply #2 on: June 03, 2010, 12:04:30 am »
Well I must apologize for this post then.

Offline WhiteFang

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Re: Tactical Ideas?
« Reply #3 on: June 03, 2010, 04:22:50 am »
Well I might as well move on to a different topic. A big one I think should be discussed
is war tactics. You are at war with the aliens.

Some of my thoughts on this are:
The aliens catches some of your soldiers and interrogate them on where your base is.
When a ship crash lands some of the aliens try to destroy useful information or equipment on board.
Alien is about to be taken by your soldiers to is commits suicide.


Offline Sarin

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Re: Weapon Ideas?
« Reply #4 on: June 03, 2010, 09:52:21 am »
Well, sometimes realism isn't so good thing. If this was real, there would be no crash recovery missions-even if a craft could survive impact at velocities nearing speed of sound, crew would be reduced to red jello on front window. PHALANX base would likely be nuked after discovery, and so on...all you propose here would jsut add frustrating "realistic" elements to game.

Offline Pretend

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Re: Weapon Ideas?
« Reply #5 on: June 04, 2010, 10:14:15 pm »
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. :)
« Last Edit: June 04, 2010, 10:17:25 pm by Pretend »

Offline homunculus

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Re: Weapon Ideas?
« Reply #6 on: June 06, 2010, 08:28:00 am »
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.

[...]search a map where there maybe ain't no aliens, but a group of crazy men etc[...]
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.
Well I must apologize for this post then.
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.

Offline Gantoris

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Re: Weapon Ideas?
« Reply #7 on: June 13, 2010, 10:44:51 pm »
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.

Offline val

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Re: Weapon Ideas?
« Reply #8 on: October 08, 2010, 05:58:09 am »
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".)

Offline Precisionist

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Re: Weapon Ideas?
« Reply #9 on: October 08, 2010, 09:17:15 am »
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.
« Last Edit: October 08, 2010, 09:22:42 am by Precisionist »

Offline Moddan

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Re: Weapon Ideas?
« Reply #10 on: October 08, 2010, 10:38:39 am »
That's why I'd like to see some alien or alien armor that is immune to laser damage. It could deflect the laser beams to a random direction(or fitting angle) for bonus points. This would force players to have a weapon mix in their team.

Offline Precisionist

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Re: Weapon Ideas?
« Reply #11 on: October 09, 2010, 03:38:57 am »
I miss the man-portable guided missile launcher from the X-Com games.  Got a bit overpowered if you equipped too many of them, but damn were they fun to fire.

Offline geever

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Re: Weapon Ideas?
« Reply #12 on: October 09, 2010, 01:48:58 pm »
I miss the man-portable guided missile launcher from the X-Com games.  Got a bit overpowered if you equipped too many of them, but damn were they fun to fire.

There will be no guided missile launcher in UFO:AI.

-geever

Offline Lew Yard

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Re: Weapon Ideas?
« Reply #13 on: October 21, 2010, 10:35:59 pm »
That's why I'd like to see some alien or alien armor that is immune to laser damage. It could deflect the laser beams to a random direction(or fitting angle) for bonus points. This would force players to have a weapon mix in their team.

Moddable.  Just make alien armors give higher damage reduction to the laser damage types.   It's an absolute reduction (subtraction), not relative.