Development > Design

Design: Equipment

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BTAxis:
Purpose of this thread: Brainstorming the core equipment list for the main UFO:AI game, deciding on what equipment to include.

Preliminary ideas here.


--- Quote from: "Hoehrer" ---Some brainstroming from my side... i'm not arguing for anything of that to get included, just listing it.

Weapons/items that we could include:
* EMP grenades  - Especially to disable those evil Hovernets and Cyborg Ortnok for a short time.
* deployable/portable (energy) shields - might not be a good idea per se
* alien plasma blade (may not be a good/often used weapon of choice, but is devasating if used by aliens)
* Foam gun ... why stunning the alien when you can make it in-animated ;) ... just an idea
* Automated weapon platforms - Can also store equipment for other teram members (ammo, medipacks, etc...)
* EDIT Jetpack (no armor, but lighter and faster).
* EDIT spy drone

Alien types that came to my mind:
* Parasites - Small worm-like creatures that infect your soldier and kills/mutate/whatever it. If the target is killed the worms duplicate and spread.
* Cyborg cows - for the ufo-fanboys out there ;) ... just kidding
* Alien plants - Extra terestial plants that are hazardous (pollen/dust) to humans when standing next to them. (in alien bases/ships)
* Small attack critter - basically the 'nicer' (do not mix that up with "non-lethal") and smaller version of the Shevaar (EDIT i don't mean the shape/species here)... that is a pretty fast close combat (and maybe ranged combat) attacker.

Also i think a discussion about soldier enhancements (human cyborgs?) or even robots (but why take robots if you can have smaller weapon platforms that are easier to build and do the same) is needed.
EDIT I think (maybe only advanced) psi-abilities should require at least one enhancing implant.

Werner
--- End quote ---



--- Quote from: "BTAxis" ---Hmm. The implants thing sounds good to me. That'd be one way to distinguish X-COM from the "normal" army, too. I'll have to put some thought into this.

I'm asking myself how useful energy shields and plasma blades are when mines do the job of cutting off a passage and all the combat is ranged anyway. I'm pushing the envelope with the mines as it is. And EMP? What sort of damage would it do? Plus they wouldn't be too effective against a flying enemy. I downright don't like spy drones - part of the UFO experience is walking around a corner and running into your friendly neighborhood alien. Plus we have IR Goggles anyway.

--- End quote ---

BTAxis:

--- Quote from: "Hoehrer" ---plasma blade: Thuis would mostly be used by the aliens by a really fast one (run&hit) in close combat  or as a suplementary weapon for 'normal' ones (one hand plas pistol, the other hand holds the blade) so you have the maximum damage given the range to the target. I didn#t intent the player to use it, but maybe some will and it's one of those wepaons everybody underestimates ;) ... we'll see.
--- End quote ---

All right, we'll see.


--- Quote from: "Hoehrer" ---
--- Quote --- And EMP? What sort of damage would it do? Plus they wouldn't be too effective against a flying enemy
--- End quote ---

How do you get stunned cyborgs/robots, so you can research them intact/alive? ;)
--- End quote ---

I don't think you do, actually. You can get live unmodified specimens. The main research topic on the cyborg versions would be how they grafted the machine on the flesh. And it would be rather cruel to do this on a live subject.


--- Quote from: "Hoehrer" ---
--- Quote ---I downright don't like spy drones - part of the UFO experience is walking around a corner and running into your friendly neighborhood alien. Plus we have IR Goggles anyway.
--- End quote ---

fine with me

Yes, creating too much new specias is a bad thing, but i'm all for using robots (different types of the same model for different roles) or something like that. What do you think?
--- End quote ---

That is more or less the idea behind the cyborg version of the Ortnok. So yeah, I totally agree.

Killertomato:
Excerpt from my other post:

Flash Grenades should stun everything, also team members for tactical consideration, even cyborgs (temporary optical input overload) within a certain radius for a round or two.
Speaking of effect radius, displaying an estimated effect radius of grenades n such should be visible to avoid bad surprises.

Stun rods are a must IMO for the purpose of capturing aliens.

Anti-psionic tech (psi-blocker) to counter psionic abilities of aliens either temporarily or permanently.
Maybe working only for a number of turns due to powerconsumtion?

BTAxis:
Flash grenades sound reasonable, but I don't think they should do stun damage. Rather, they should impose an accuracy penalty for anyone looking at the grenade when it goes off (or perhaps more simply, units that are too close, period).

Yeah, we should probably add stun rods, too. We have melee combat anyway (knives). I never used them in the original UFO, though, stun grenades were much more effective.

I don't like the idea of anti-psionic tech. Psionics are, by definition, an act of willpower. Machines don't have a will. Psi-amps (and psi implants which we might introduce) just enhance existing powers, and psi helmets inhibit them, but you can't generate or extinguish willpower in someone with a machine.

Killertomato:

--- Quote from: "BTAxis" ---Flash grenades sound reasonable, ... Rather, they should impose an accuracy penalty for anyone looking at the grenade when it goes off (or perhaps more simply, units that are too close, period).

--- End quote ---

Sounds good.


--- Quote ---psi helmets inhibit them.
--- End quote ---

That's actually what I was thinking of...

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