#3: Like the bio drones in TFTD? I found those highly annoying, but that's probably because they were dangerous!
Yes, very similar to those, though these would be more akin to scouts than specialized combatants like the Bio-Drones were (their weaponry should be about plasma pistol calibre in terms of power). Also like Bio-Drones, these robots may be usable as kamikazi self-delivering smart bombs, seeking out the nearest cluster of civilians or PHALANX soldiers to detonate on when badly damaged.
#5 #6 #7: Hmm, not sure if I approve. This is getting a bit too sci-fi in my humble opinion. Especially the teleporter and cloaking device might make life too easy in difficult situations.
#5 #6
portable cloaking and shields: not sure I approve either.
#7
teleporting: I really think this would just be the wrong style.
I can somewhat understand the argument that teleportation seems inappropriate or contrary to the style of the game. Energy shielding definitely appears to have a place though, as it is viable and in keeping with alien technological motifs; a plasma sheath (advanced plasma manipulation being a flagship technology of the aliens) can theoretically be shaped and maintained through the generation of powerful electromagnetic fields (this is precisely the mechanism used to control and store it in modern laboratories). The plasma would vaporize any solid projectiles, while the electromagnetics would serve to deflect most energy based weapons.
As for cloaking, it doesn't seem quite so esterotic, given that the
Pentagon is currently in the process of developing invisiblity cloaks (kind of makes you wonder if it did retrieve alien tech at some point after all) out of advanced metamaterials which are capable of bending electromagnetic radiation. (such as light and radio waves) It is readily conceivable that energy fields might eventually be produced which feature similar radiation bending effects needed to achieve virtual invisibility. Lastly, cloaking seems to compliment the atmosphere of the game very well, making it far more tense and apprehensive as you are left to wonder if you really did secure that area after all, or if you are secretly being pursued by an unseen assailent. To me it seems a perfect fit for these reasons.
That said we are perhaps furthest from the completion of teleportation, though we are able to do it presently on a very small scale (
http://news.nationalgeographic.com/news/2004/08/0818_040818_teleportation.html).
Now, as for the game balance implications of each. Energy shields do not offer invulnerability. They do not block melee/close combat weapons (i.e. knives, Kerrblades, flamethrowers), as the device doesn't remain continuously active; it energizes only when it detects incoming energy/projectiles above a certain velocity in order to economize on power consumption. Further, it can only absorb a very limited amount of damage before needing to recharge for several turns (with a chance of overloading and being destroyed if the shield suffers too much "overkill"). It allows you to make perhaps one or two errors before suffering definitive consequences, if that. This all has the sum effect of increasing the importance of melee weapons, currently perhaps the most underpowered type, by increasing the survivability of its users and the viability of their use therefore, and giving them the exclusive and considerable advantage of being able to penetrate shielding (in a way it thus acts as its own counter). Further, shielding works against you as well, as the aliens should be using these devices in abundance lategame.
Cloaking is another double edged sword. Yes, you will benefit from stealth, but so will your opponents on the other end of the conflict. The threat (not to mention apprehension and fear) generated by a largely invisible, difficult to hit alien with a plasma sword or Kerrblade is obviously immense. Also like shielding, the cloaking device is a good thing in that it also helps increase the viability and usefulness of melee weaponry, making them competitive with their ranged counterparts. Lastly, the cloaking device isn't without its shortcomings; its effect lasts only for a few turns before the device requires recharging, thus encouraging intelligent tactical use, and presenting the player with interesting choices. Further, cloaked units may still be detected and attacked by enemies close enough to it, and though melee attacks made against a cloaked target still suffer from an increased miss chance, they are much more likely to hit than ranged attacks made against one. Proximity mines detect and are triggered by cloaked units as usual.
In each case, the cloaking device and shield generator alike take up lots of inventory space (6-8x2, making them impossible to stack with a two handed weapon). Overall, I think these are both suggestions that fit, benefit the theme and atmosphere of UFO: AI, and have desirable effects on the gameplay.
#9: Could be useful. Personally I have a variety of different types of armament with me, though. They have different fire modes.
#9
I don't think I would use it. I usually have a grenade or rocket launcher about, and these are a bit hazardous on reaction fire.
Grenade and rocket launcher reaction fire are bugs as far as I'm aware and are being removed in the next update.
As for the differing firemodes, the setting would only apply to other weapons of the same type should it feature aspects specific to one.
#10: Very true. I'm not sure if I even understand the current version. Sometimes the trajectory line goes red in the middle, but when I through it it seems fine. Or sometimes the grenade shoots way over the point which I specified as a target.
#10
The current one is hard to understand. It seems to be that if the trajectory trace goes red before it hits the ground, then the target is out range. but i don't really rate this.
The green represents the distance that the soldier's muscle power will propel it before other forces assume total control of its trajectory (gravity, inertia, etc... at least I think). As it seems there is confusion over this, perhaps more documentation in the form of tooltips, or an improved description is called for. Personally I'd like to have the game project where the grenade will bounce or bank to assuming it lands where intended, which would help players use them with more finesse and skill.
#11
this might add a bit beyond the current rank system.
I like it primarily as a convienence feature, allowing you to at a glance (likely) determine the best and most capable soldiers.