Technical support > Feature Requests

A few ideas for bases

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Eegxeta:
I read the plan for making bases bigger and cutting down the number of required buildings for a base. I was thinking since the radar dishes aren't actually in the base the radar building could be merged with the command center, but the advanced radar should be a separate building still.

When aliens attack you base your pilots, workers, and scientists should be in the base according to how they are assigned so scientists would be in the labs, workers would be in the workshop and pilots would be in the hangers. They wouldn't wonder around the base, but would rather head over to the living quarters or maybe some sort of raid shelter which could be added if this is put in. This would make attacks on your base a lot more devastating. When the workers and scientists are changed to just numbers instead of individual people if you add in a few hours delivery time for them. This would make base design critical during attacks, because you could lose more that just your soldiers.

Another thing that would go well with this would be weapons lockers in each building in the base that carry a couple of pistols, assault rifles and some ammo that people could pick up so your pilots, workers and scientists wouldn't be totally helpless. Even if they had a gun they wouldn't actively seek out and engage the aliens, but if they do see an alien they could take cover and shoot at them, but run as soon as the alien starts shooting back at them or take a shot or two then run. You could do both and make it a special button available during base attacks base personal defend themselves or shoot and run. It would make sense that all personal in the base would have at least basic firearms operation training. The base being empty during base attacks is just really weird especially in those bases that have like 60 personal.

Workers should be able to help build buildings in your base and speed up aircraft repair. It could work like any other production. For buildings workers could be assigned to base building in the production screen so you wouldn't need a workshop. If no buildings are under construction workers assigned to base building would ether be reassigned to the workshop or work in the workshop till another building is being built( might need some to remind the player that some workers will stop and work on the buildings. Aircraft repair would again not require a workshop and workers would have to be assigned and the repair rate could be like one worker repairs 1% per hour so with one worker the aircraft would repair at 2% each hour, etc. This would make workers a whole lot more useful especially in early game when you don't have much or anything for them to do.

Being able to start building buildings next to buildings under construction would be really helpful. You could increase the number of days it takes to build the building by how far away it is from a active building. This would really help in bases where the entrance gets dumped in a corner or when it is up against a square you can't build in and a wall.

TallTroll:
I don't know if you've ever played UFO : Enemy Unknown (or X-COM: UFO Defense for merkins), but the whole point of UFO : AI is to recreate much of the feel of the timeless classic. A lot of the design decisions on how things work are explicitly replicating the mechanics of the older game, and a lot of how bases work is taken directly from the 1994 classic. Where departing from the earlier game would greatly enhance gameplay, such as two level bases and the proposed much expanded psionics system, the dev team have been ruthless in junking the old mechanics, but where change wouldn't add much, they have tried to stick as close as possible to the model.

Some of the decisions, such as base evacuations, are also a compromise between gameplay and realism, always the game designers bugbear

>> The base being empty during base attacks is just really weird especially in those bases that have like 60 personal.

True, but have you thought about how unwieldy a base defense with 60+ PHALANX actors would be? The soldier selection panel would extend down into the middle of the screen...

MonkeyHead:
... and most importantly, how fucking long turns would be? The way the morale mechanic works would also be an issue, when 30 civvies get gunned down in one turn...

Visitor:
Fluff-wise, all civilian personnel gets evacuated shortly before/during alien landing/drop, with all but up to 12 marines serving as additional escort. The first part is only slightly stretching the suspension of disbelief, the latter - quite more so. But that's how it was explained in the past.

Eegxeta:
Yeah I didn't think of the turn time.

The raid shelter would still be a good idea. If a base is destroyed personal up to the capacity of the raid shelter wouldn't die. They wouldn't be useable until you connect the raid shelter with the entrance.

What did you guys think of the rest of the stuff? Merging the basic radar with the command center, using workers to repair aircraft and build building faster, and placing buildings next to buildings under construction.


--- Quote from: TallTroll on October 20, 2013, 03:55:27 pm ---I don't know if you've ever played UFO : Enemy Unknown (or X-COM: UFO Defense for merkins), but the whole point of UFO : AI is to recreate much of the feel of the timeless classic.
--- End quote ---

Yes I actually have, I never got very far because I was like ten at the time, but I have. It was a version for the pocket PC, I remember that the rifles the soldiers were using were described as laser guided sniper rifles (keep in mind this is what I remember) and they had a tendency to shoot the ground two squares in front of them, I had a soldier on a roof shoot through two floors and a wall to get a shot at an alien and I captured my first aliens because I had my soldier stand on the teleport pad on a three level UFO for several turns because I couldn't figure out how to use it and they passed out from the smoke. I got a copy for the computer but I was just not able to get into it. This of course that was after I discovered UFO:AI which was when it was in 2.3. I liked it because it felt like they just took X-com and made it better and easier to play. I've been around off and on for quite a while. My forum account will have been around for three years coming November. Ah 2.3 when doing auto on missions meant auto success. I started playing hardcore strategy with Total Annihilation when I was about eight and I had fun by making up what everything meant. Now I have about 13 years of bad habits coming back to bite me in Supreme Commander. I also own a real-time strategy game that has time travel in it, Achron.

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