Technical support > Feature Requests

feature wishlist of things rather easy to implement

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sirg:
Some of my ideas:

1) Sort/organize soldiers by rank, kills, stats, missions, etc. I would put the top brass first anyway. It is logical to have the best soldiers, or your favourites, first and the lousy ones at the bottom. Give names to squads.

2) I think the undo move feature is cheating. I think you can make a compromise - you could use undo if the actor hasn't fired or detected an alien/civilian. Still feels like cheating though. Better fix the movement interface.

3) Display a summary of the loot at the end of the mission with the option to keep any item, instead of autoselling everything. It's annoying to spend precious TUs for "stealing" alien stuff.

4) Corridors and blast doors for connecting rooms in the base, for better base design. I wouldn't place the power plant just next to the entrance :)

5) Each craft should have an actor as pilot - more intercepts better flying skills etc.

6) The possibility to take scientists in missions, for .. let's say, hacking an alien system, recovering some tehnology.
The squad should be more diverse, thus there will be less repetitive missions. Think about missions where you have to download the location of an alien base from a crashed UFO's computer, or disable a temporary landed UFO...

Zako:

--- Quote from: "sirg" ---Some of my ideas:

2) I think the undo move feature is cheating. I think you can make a compromise - you could use undo if the actor hasn't fired or detected an alien/civilian. Still feels like cheating though. Better fix the movement interface.
--- End quote ---


An undo move is cheating, but a stop button that cancels whatever the soldier i doing at the moment (walking somewhere because I've clicked wrong for example) would be useful.


--- Quote from: "sirg" ---5) Each craft should have an actor as pilot - more intercepts better flying skills etc.
--- End quote ---


Mabybe have pilots as a special category in the employment screen?


--- Quote from: "sirg" ---6) The possibility to take scientists in missions, for .. let's say, hacking an alien system, recovering some tehnology.
The squad should be more diverse, thus there will be less repetitive missions. Think about missions where you have to download the location of an alien base from a crashed UFO's computer, or disable a temporary landed UFO...
--- End quote ---


I think they come along afterwards, when the situation is not as dangerous. Still, I like the idea of non-combat personell, it could make the game more challenging as you have less soldiers and at least one guy who isn't very good at fighting.

kracken:

--- Quote from: "Elbenfreund" ---
--cancel button--
we all know the situation. you send some guy somewhere just to notice that you had the wrong one selected. To prevent wasting all you TUs some button (esc?) to stop proceeding with the current action (not undo) might be helpful. basicly it would be the same as recon a new enemy.

--- End quote ---


I really do agree with that. I would think the right mouse button is a good choice for cancelling action, because each time I made a bad move, I click on the right mouse button as if it could change something... but it doesn't ! :)

kable:

--- Quote from: "kracken" ---
--- Quote from: "Elbenfreund" ---
--cancel button--
we all know the situation. you send some guy somewhere just to notice that you had the wrong one selected. To prevent wasting all you TUs some button (esc?) to stop proceeding with the current action (not undo) might be helpful. basicly it would be the same as recon a new enemy.

--- End quote ---


I really do agree with that. I would think the right mouse button is a good choice for cancelling action, because each time I made a bad move, I click on the right mouse button as if it could change something... but it doesn't ! :)
--- End quote ---

I'd like left click to complete the current move, right click to cancel.  Don't mind about giving orders to other soldiers while the first moves, I'd rather have an easy way to 'turbo-speed' the current move then make another.

sirg:
Regarding point 6) - bringing non-combatants, like scientists into missions, I say.. think about missions in SF series, like Star Trek, or Stargate. In real life, a squad is made of specialized people (or multispecialized), so it's logical to have someone good with alien devices, or explosives or a medic to bring along.


--- Quote ---I think they [scientists] come along afterwards, when the situation is not as dangerous.
--- End quote ---

Well, the idea is to have some interesting missions in which the scientist you brought along has to do something underfire, like planting a tracking device on a landed UFO, or disabling a forcefield, whatever. Don't expect some grunts to know how to operate an alien console at first glance. :)

X-Com has its roots in Laser Squad, an old game, which was oriented on combat. My opinion is that if you carry only soldiers in missions, after 10 missions or more, the game will get repetitive and boring. The old X-Com managed this by having very large maps. However, if you would need a scientist, a doctor, a xenobiologist, whatever, in some missions (not all) the missions will be much more interesting and less repetitve.

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