UFO:Alien Invasion

Development => Design => Topic started by: eleazar on February 16, 2008, 07:49:29 pm

Title: The Gameplay of the XVI plague
Post by: eleazar on February 16, 2008, 07:49:29 pm
Ok, there are some threads talking about how the XVI plauge will spread accross the geoscape like this one (http://ufoai.ninex.info/forum/index.php?topic=1496.msg13730#msg13730).

For this purposes of this topic, i don't care how it looks, and i don't care about what the XVI is.  The question is, how do you fight a worldwide plague in this game?  Obviously the elite PHALANX troops aren't going to forcibly inoculate the whole world.


The one piece of info: apparently alien bases are the source of this plague.  But that leaves a lot of unanswered questions.


Can the player prevent the construction of alien bases?

What happen when a base is destroyed, but has spread XVI in the immediate area?  The spread slows... the XVI dies out... or nothing?

Is the player actually able to stop the XVI or is it an inevitable part of the story-line?

If the player can cure an infected area... how does he do that?

How does XVI infection relate to the 8 nations paying the bills?
Title: Re: The Gameplay of the XVI plague
Post by: Winter on February 16, 2008, 08:20:40 pm
Can the player prevent the construction of alien bases?

Yes, by religiously intercepting UFOs that are going on base-building missions.


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What happen when a base is destroyed, but has spread XVI in the immediate area?  The spread slows... the XVI dies out... or nothing?

The spread retreats somewhat, particularly if the player has an effective anti-organism researched, but it won't be possible to wipe it out completely. Also, infected areas without alien bases will try to link up with the nearest base(s).


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Is the player actually able to stop the XVI or is it an inevitable part of the story-line?

The player will be able to slow XVI spread through research, interception and tac missions, but it will eventually take over the whole planet unless the player reaches and performs the final campaign mission.


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If the player can cure an infected area... how does he do that?

There's no way to fully cure an infected area.


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How does XVI infection relate to the 8 nations paying the bills?

PHALANX efforts or failures to fight XVI spread have a high effect on nation happiness. When infection rates in a region exceed 50%, the nation will start to contribute less and less money to PHALANX. At some point between 70% and 90%, the nation will cease to contribute completely. After 95% the nation becomes actively hostile to PHALANX.

The figures are adjustable, but they get the basic idea across.

Regards,
Winter
Title: Re: The Gameplay of the XVI plague
Post by: eleazar on February 18, 2008, 06:04:18 am
The player will be able to slow XVI spread through research, interception and tac missions, but it will eventually take over the whole planet unless the player reaches and performs the final campaign mission.

Actually this is easier to do that i had originally thought.

All you have to do is continually increase the tempo of alien attacks.  Even if the player is 99% successful (unlikely!) eventually either the XVI will take over the world, PHALANX will go broke, or the player will move on to the final campaign mission series.
Title: Re: The Gameplay of the XVI plague
Post by: BTAxis on February 18, 2008, 12:55:50 pm
That is exactly what the new campaign system aims to achieve.
Title: Re: The Gameplay of the XVI plague
Post by: eleazar on February 18, 2008, 11:05:12 pm
That is exactly what the new campaign system aims to achieve.
Ah, yes, i just saw the "campaign mechanics" proposal.  it's amazing how often i find something explained on the wiki/forums after figuring it out for myself, or getting it answered.
Title: Re: The Gameplay of the XVI plague
Post by: Marx83 on February 19, 2008, 02:16:36 am
Personally, I've never liked the idea of being "forced" to progress.  Especially when that means the end of the game.  I most enjoyed X-COM because of the ability to "almost" complete the game.  I would urge the designers to please reconsider.
Title: Re: The Gameplay of the XVI plague
Post by: Surrealistik on February 19, 2008, 02:38:04 am
I agree. Players really should have the option to continue a campaign indefinitely if they so wish. Perhaps, as with in-mission saves, this is a parameter that could be selectable.
Title: Re: The Gameplay of the XVI plague
Post by: eleazar on February 19, 2008, 02:49:51 am
They can play as long as they want.  However to keep things interesting, the power of the aliens continues to increase as they play.

Do you want an option for: "aliens can't defeat me, ever" ?
Title: Re: The Gameplay of the XVI plague
Post by: Marx83 on February 19, 2008, 06:23:56 pm
They can play as long as they want.  However to keep things interesting, the power of the aliens continues to increase as they play.

Do you want an option for: "aliens can't defeat me, ever" ?

This is not what we are asking.  The plague issue forces the conclusion of the game, what I'm asking for is to make campaign indefinite if the player chooses.  That is not a request to remove the plague, or make the game easier.
Title: Re: The Gameplay of the XVI plague
Post by: eleazar on February 19, 2008, 07:19:41 pm
This is not what we are asking.  The plague issue forces the conclusion of the game, what I'm asking for is to make campaign indefinite if the player chooses.  That is not a request to remove the plague, or make the game easier.

Then please explain how it can be accomplished without "removing the plague, or makeing the game easier."
Title: Re: The Gameplay of the XVI plague
Post by: Marx83 on February 19, 2008, 07:51:30 pm
Then please explain how it can be accomplished without "removing the plague, or makeing the game easier."


By not making it force the conclusion of the game.
Title: Re: The Gameplay of the XVI plague
Post by: BTAxis on February 19, 2008, 07:56:02 pm
By not making it force the conclusion of the game.

It doesn't directly, but the XVI spread, as well as alien activity will grow increasingly severe, to a point that the player can't keep up de defense anymore. In that sense, the campaign does very much force the end. This is how we intend it.
Title: Re: The Gameplay of the XVI plague
Post by: nemchenk on February 19, 2008, 08:28:40 pm
But a superhuman player could carry on regardless, right? I think that is all Marx83 wants -- the option to play on, regardless :)
Title: Re: The Gameplay of the XVI plague
Post by: BTAxis on February 19, 2008, 08:33:10 pm
Absolutely. If you're really good (or cheat), then you can carry on longer. There is no fixed date at which the campaign ends.
Title: Re: The Gameplay of the XVI plague
Post by: Panthera Leo on February 21, 2008, 07:46:53 am
I'm with the "as a absolute, don't force me to end a game I'm enjoying" group.

Granted starting over can be fun, I think the over all question is: Even if the odds get stacked to the point it would take perfection to just lose half your squad, there is still a challenge to enjoy. Where as if there is a variable in the background that is constantly growing without recourse to halt or reduce, that once it reaches 100.0 the game end abruptly is a kill joy.It's a interesting plot device, but a kill joy to have looming overhead.

To know that soon as I jump this last hurtle, or wait one more game day one way or another I get the credits, and then kick back to the main menu? Kill joy.

Even if it violates the story ,we just won or lost, it would be nice to be turned lose in a sandbox mode where we can keep fighting.

Edit: The fight is fun, the story is just very interesting.
Title: Re: The Gameplay of the XVI plague
Post by: Surrealistik on February 22, 2008, 12:06:20 am
What we're looking for simply is an option to cap the activity at a managable maximum, allowing for indefinite, sandbox play assuming sufficient skill. This is because as Panthera has stated, it detracts from the player's experience to impose an unavoidable end to his enjoyment through impossible situations and inevitable defeat.
Title: Re: The Gameplay of the XVI plague
Post by: ufogio on February 22, 2008, 12:40:45 am
Quote
For this purposes of this topic, i don't care how it looks, and i don't care about what the XVI is.  The question is, how do you fight a worldwide plague in this game?  Obviously the elite PHALANX troops aren't going to forcibly inoculate the whole world.
I think the player shouldn't be able to defeat the plague.
Maybe he could hack in XVI's computers and delete the coordinates of the Earth (indipendence day-like end).
Or he could free any EXT race, or find other alliances, so XVI will be sent back fighting other wars. In this case, other alien attacks after the end of the game will be justified.
Title: Re: The Gameplay of the XVI plague
Post by: eleazar on February 22, 2008, 03:39:39 am
I think the player shouldn't be able to defeat the plague.
You should familiarize yourself with the storyline (http://ufoai.ninex.info/forum/index.php?topic=1701.0): especially the part at the end labeled "Key events after the start of the game" before suggesting changes to it.
Title: Re: The Gameplay of the XVI plague
Post by: ufogio on February 22, 2008, 01:56:04 pm
I don't see what is the problem.

Finding alliances could happen at this point:
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- PHALANX scientists reverse-engineer the alien FTL technology. Using this technology, a manned PHALANX scoutship visits distant worlds, long since raped by XVI. This leads to the discovery of the bulk of the backstory.
By the way I think this statement is a bit obscure... I will post about it in the other topic  (http://ufoai.ninex.info/forum/index.php?topic=1701.0). Can you please have a look there? :)

I like the storyline as it is now, it reminds me so much of Star Control (http://en.wikipedia.org/wiki/Star_Control). This is a good compliment, because Star Control is one of my favorites games :)
Title: Re: The Gameplay of the XVI plague
Post by: Kamuflaro on February 22, 2008, 04:25:08 pm
If you play the same stuff all the time it gets boring anyways. It's good to have something that makes it desireable to finish the game. In Aftermath you had the cultists taking over another land in case they get eradicated, leaving the player a thread at all times.
Also there was biomass covering large parts of the earth, which is kind of like our virus ideawise.

Well I think it's a good idea if there are ways to keep it under control if you don't mess up completely and let it go as high as 90% or whatever.
But imagine what happens if aliens take over a nuclear superpower state? Chine, Russia, USA = The End?
Well no but just consider that hostile nations are a massive thread and lead to a world war.
But in the end it's just a game mechanic so I'm not worried :P
Title: Re: The Gameplay of the XVI plague
Post by: shevegen on March 01, 2008, 01:55:05 pm
To be honest, if a storyline would offer no way to "win" (like in Cthulhu novels, where cthulhu and his forces always kinda win) for the player, I think it would turn down playing after a while. I mean... the aliens will return one day anyway, so a win would be temporary only or? Maybe they colonized multiple planets already... :D
Title: Re: The Gameplay of the XVI plague
Post by: johnman on March 03, 2008, 08:55:09 pm
Im with both. I hated the ending screen on 2.2 as i could play on no more.
But at the moment all i really want is an ending, thatr what frustrated me