UFO:Alien Invasion

Development => Design => Topic started by: BTAxis on April 07, 2006, 11:35:17 pm

Title: Design: Equipment
Post by: BTAxis on April 07, 2006, 11:35:17 pm
Purpose of this thread: Brainstorming the core equipment list for the main UFO:AI game, deciding on what equipment to include.

Preliminary ideas here (http://svn.sourceforge.net/viewcvs.cgi/ufoai/ufoai/trunk/src/docs/weapon_hierarchy.txt?view=markup).

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


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.
Title: Design: Equipment
Post by: BTAxis on April 07, 2006, 11:54:17 pm
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.

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

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

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.

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?

That is more or less the idea behind the cyborg version of the Ortnok. So yeah, I totally agree.
Title: Design: Equipment
Post by: Killertomato on April 08, 2006, 08:10:29 pm
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?
Title: Design: Equipment
Post by: BTAxis on April 08, 2006, 09:23:47 pm
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.
Title: Design: Equipment
Post by: Killertomato on April 09, 2006, 12:10:54 pm
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).

Sounds good.

Quote
psi helmets inhibit them.

That's actually what I was thinking of...
Title: Design: Equipment
Post by: Hoehrer on April 09, 2006, 12:58:56 pm
Quote from: "BTAxis"
Quote from: "Hoehrer"
Quote
And EMP? What sort of damage would it do? Plus they wouldn't be too effective against a flying enemy

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

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.


Point 1: Ok, we'll just leave EMP out of the game for now.
Point 2: But this still raises one question: Do the earth forces (not the aliens) apply things like the  Geneva Conventions (http://en.wikipedia.org/wiki/Geneva_Conventions) to the aliens? Since they are AFAIK a "human only" thing right now i think humanity would extend theses rules to include extraterrestrial life as well. Even if the Aliens do not follow them (if they even know something like that) that doesn't mean earth-forces won't.

Point 1.1:
If we get to the point of an EMP discussion again:
[/size]

Werner

PS: Mind you that i use the word "robot" when i mean some (attack) thing compeltely made out of technology, but no cyborgs (tech/bio mix).
Title: Design: Equipment
Post by: BTAxis on April 09, 2006, 01:18:02 pm
The Geneva Convention thing is an interesting point. I think we could include that in the tech tree somehow. Like, after an X number of terror attacks/abductions, you get a research topic called "The Gloves are Off" (or something) which would act to illustrate the change from "fair" warfare to "no rules" warfare. After researching that, the live alien research branch would be unlocked.

EDIT: This is something for the storyline thread, really.
Title: Design: Equipment
Post by: BTAxis on April 09, 2006, 01:23:38 pm
On the topic of EMP, that's not something I would include in the basic list of equipment and game mechanics, but hold the thought. It may turn out to be quite a fun addition.
Robotics we will have plenty anyway, like the cyborg Ortnoks, sufficiently modified human soldiers, Hovernets and the UGVs ProtoArmor came up with.
Title: Design: Equipment
Post by: XCOMTurcocalypse on April 30, 2006, 08:23:05 pm
Addition:

potion-alike drugs (small healing,speed boost,strentgh boost or PSI Immunity for a few turns with a tiny risk of injury of slowdown/sickness)

Portable shields

Riot shields for pistol users

Portable Machinegun carts (if governments cant produce a gattling cannon or even a smaller calibre gun on wheels(which needs a turn to deploy and fasten on ground against recoil) they are morons,you can build one with today's technology.

Friendly SWAT troops (counts as another team) in terror missions (there is no reason to deny them)

Incendiary grenade (tribute to XCOM)

Grenade launcher

Grappling hook to ascend to rooftops please omg include this one ASAP

CANAS sniper gun,or at least SVD
Title: Design: Equipment
Post by: BTAxis on April 30, 2006, 11:30:16 pm
Quote from: "XCOMTurcocalypse"
potion-alike drugs (small healing,speed boost,strentgh boost or PSI Immunity for a few turns with a tiny risk of injury of slowdown/sickness)

That's been a thought before. Though it's more traditional that squad members heal each other through medikits.

Quote from: "XCOMTurcocalypse"
Portable shields

Riot shields for pistol users

That's been put forward also, though as yet there is no shield technology planned. Of course, a lot isn't planned. Yet.

Quote from: "XCOMTurcocalypse"
Portable Machinegun carts (if governments cant produce a gattling cannon or even a smaller calibre gun on wheels(which needs a turn to deploy and fasten on ground against recoil) they are morons,you can build one with today's technology.

ProtoArmor has already done some creative thinking along those lines: UGVs. Read more in this (http://ufo.myexp.de/phpBB2/viewtopic.php?t=76) thread.

Quote from: "XCOMTurcocalypse"
Friendly SWAT troops (counts as another team) in terror missions (there is no reason to deny them)

Ah, yes there is. The point of the whole X-COM setup is that the X-COM soldiers are the elite of the elite, peerless soldiers who are the first, last and only line of defense of humanity (excuse the cheese). Friendly military units would simply be in the way.

Quote from: "XCOMTurcocalypse"
Incendiary grenade (tribute to XCOM)

Is on the list (see link in first post).

Quote from: "XCOMTurcocalypse"
Grenade launcher

We have grenades and a rocket launcher. That should be enough for explosives if you ask me, BUT there is a grenade launcher model. We might include it yet (pretty much nothing is fixed at this point).

Quote from: "XCOMTurcocalypse"
Grappling hook to ascend to rooftops please omg include this one ASAP

Far too complicated. Besides, there will likely be flying armor types.

Quote from: "XCOMTurcocalypse"
CANAS sniper gun,or at least SVD

What? We have sniper rifles on the list. Sorry if they aren't the exact model you want, but feel free to mod it in.
Title: Design: Equipment
Post by: Malick on May 08, 2006, 04:22:18 pm
Regarding cyborgs/enhanced soldiers:

The whole problem is to find a way to make flesh and machine work together. Instead of removing a limb from a willing (or not) soldier, what if the basic condition for being elligible to implants was that the soldier must first have a important wound ? Let's say that a 25% loss of hit points represents the loss of an arm or a leg, whatever. And you then have the option to let him heal normally (XCOM agents have this ability to grow new arms and legs ;) ), or try to adapt a robotic implant. The surgery may not always be succesful, though :D
Title: Design: Equipment
Post by: BTAxis on May 08, 2006, 04:30:23 pm
That's kind of icky. It would encourage players to put their soldiers at risk just so they could put implants in them. I think the idea of the implants is to make the soldiers stronger, not to try to get them killed.
Title: Design: Equipment
Post by: Malick on May 08, 2006, 04:40:25 pm
I agree with you, it may encourage the player to let their soldiers wander around with C4 packed around the belly... Well, I must admit that I always try to hurt my soldiers in UFO in order to increase their hit points :D

And if the surgery isn't 100% reliable, it may prevent such behavior.
Title: Design: Equipment
Post by: XCOMTurcocalypse on May 09, 2006, 09:49:16 pm
C4 around belly...

Oops my cell phone is ringi...BAMMO!
Title: Design: Equipment
Post by: PsyWarrior on May 10, 2006, 12:29:12 am
Idiot left his cell phone on under battle conditions! Have him arrested...
Ah, a little late for that. Damned C4...

Remind me, why does the commander make us wear high-explosives all the time?

(Back on topic):
My 'vision' of implants is always augmentation... rather than completely replacing a limb / eye / part of head, I always think of implants as smaller components which boost performance - for example, small cranial implants to stimulate adrenaline production, increase efficiency of neural pathways, increase endurance by converting pain signals to benevolent signals (etc), implants in limbs to boost performance of nerves and muscles - mostly subdermal stuff, rather than "You, Soldier, hold out your arm!" *Haack*

Also, what could be gained by completely replacing a human hand with a mechanical one? It would either have to be some strange borg 'wierd moving parts that shoot out electricity' thing, or it would have to be VERY advanced, and able to outperform the organic limb.

Anyway the possible list of subcutaneous implants is massive...

To list a few ideas.

-PsyW
Title: Design: Equipment
Post by: Malick on May 10, 2006, 03:27:00 pm
What do you think of the idea that surgery may not be 100% reliable and successful ?

Let's say that with the first implant technology you develop (whatever), you get a 60% success rate. It means that 6 times out of 10, your soldiers is actually stronger, but the 4 other times it's a failure, and either nothing happens or soldiers dies during surgery. Ok, it may be a bit too much to kill him, but I like it, call me sadistic  :twisted: . Then, with better technology, the success rate gets a bit closer to 100%, while not reaching it, topped at 95%.

Would it hinder the player ? Or will it give important decisions to make ? Like, will I risk Lieutenant Dimitri Chadrin's life in order to improve his aiming ability, knowing that he has 40% risk of never coming back from surgery ?

Malick
Title: Design: Equipment
Post by: BTAxis on May 10, 2006, 03:39:58 pm
Well... I think I would consider it an annoyance. And people'd save/load until it was successful, I think.
Title: Design: Equipment
Post by: Malick on May 10, 2006, 04:04:41 pm
Hmmmm, ok, you got a point there cause that's what I would do. Didn't even think of how I would play it...

Malick
Title: Design: Equipment
Post by: XCOMTurcocalypse on May 11, 2006, 12:41:27 am
Quote from: "BTAxis"
people'd save/load until it was successful, I think.


You know the hearts of gamers. :D
Title: Design: Equipment
Post by: Centron on June 01, 2006, 10:11:12 pm
OK, I hate to knock ppl off the implant subject but if we are in 2084 (if I read the story right) why do we still have bullet using guns? If we can make laser tech on our own before we adapt alien tech (as in X-COM) then why don't we do so?
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 10:27:46 pm
I think Laser equipment won't appear until a while after the start of the game. The fact that it's available right away in the current demo doesn't mean much.
Title: Design: Equipment
Post by: Centron on June 01, 2006, 10:40:15 pm
So then will we be using things like flechettes (tiny explosive darts) for the 2084 bullets or will we be using some other type of advanced ammo? I am filling in our weapon wiki's so this info is important.
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 10:42:38 pm
As it is now, every weapon has only one kind of ammo. What ammo that is is not specified, but weapons can deal different kinds of damage. What damage type each weapon does has been documented already. From there, you can just make it up.
Title: Design: Equipment
Post by: Centron on June 01, 2006, 10:49:44 pm
correct me if im wrong but didnt the cannons in X-COM have different types of ammo? (Regular, High Explosive, and Incendiary)
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 10:53:59 pm
You're completely right. If you feel that should be in UFO:AI, put in an entry on the feature request tracker on sourceforge.

By the way, from what I've seen of your edits of the wiki, you haven't read the existing design docs. Those are still mostly on the SVN. Right now, you can't view them on sourceforge, but I've zipped them up and put them up here (http://home.student.utwente.nl/f.s.fournier/docs.zip). I strongly suggest you take a look, it will help you edit the wiki. If possible, can you add the stuff in that zip that isn't already in the Wiki?
Title: Design: Equipment
Post by: Centron on June 01, 2006, 11:01:48 pm
Sure, and thanks for the zip. I have been frustrated because i couldnt get to the SVN. This will be very useful and also you migh want to look at my other posts in the design forum.
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 11:03:32 pm
I did. But I didn't really didn't have any comments on your suggestions, so I didn't reply to them. They work for me.
Title: Design: Equipment
Post by: Centron on June 01, 2006, 11:11:12 pm
Also, would you like me to put the weapons and equipment into sections on the wiki? (Human Weapons, Alien Weapons, Equipment) and put sub-sections under that? (heavy, rifle, pistol, melee)
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 11:16:33 pm
In the text file, the weapons are divided into tiers (basic human, human laser, alien plasma, alien tachyon, psionic, armor). But you should just use whatever grouping you feel most comfortable with. Also, note that there are currently some weapons in the game that have no description in the documentation yet, such as the Kerrblade. I can't really tell you what group it belongs to, as it was added at random.
Title: Design: Equipment
Post by: Centron on June 01, 2006, 11:19:44 pm
ok, ill shoot for organizing it into something close to what you have in the doc. if you have any other wiki jobs, feel free to email me.
Title: Design: Equipment
Post by: BTAxis on June 01, 2006, 11:23:31 pm
Feel free to add anything from the docs to the wiki, but you'd better not change anything in the storyline page right now (that one's already in). There's currently a lot of discussion going on about the storyline.
Title: Design: Equipment
Post by: Moonuni on June 04, 2006, 10:01:15 pm
from what it sounds like, there is some great stuff to come, i think that possably adding turrets to the sides of the [human] crafts that would fire if aliens came too close or something would be neat, and same would go for the UFO crafts having turrets firing on the human troops.  also im a huge starcraft fan, so the idea of turrets sounds good to me, either ship mounted or stand-alone.  im not a coder, i wish that i could help more with the acutal making of the game, so thanks
Title: Design: Equipment
Post by: BTAxis on June 05, 2006, 05:24:30 pm
Turrets? I don't understand how those would work in the game. A UFO interception is a one-on-one affair, and it is assumed that all weapons on both craft can fire on the other craft. Turrets in tactical combat make sense in base attack missions. Apocalypse had special defense facilities for that purpose. Outside bases. though, I don't see how you would implement them and how they would be useful.
Title: Design: Equipment
Post by: Moonuni on June 05, 2006, 06:19:05 pm
something that could deploy like an item from somones backpack that would not move, but could cover an area
Title: Design: Equipment
Post by: BTAxis on June 05, 2006, 06:29:40 pm
Well, something similar to that is in the design docs: the laser mine. It actr pretty much as a turret. It's not implemented yet, though.
Title: Design: Equipment
Post by: BloodMagus on June 06, 2006, 05:48:05 am
BT, I think Moonuni was trying to suggest that prehaps the UFO crafts could have mounted anti infantry weapons, much like the machine gun on the door of a military chopper. Specifically for warding off would be boarding parties when the crafted was on the ground.

Mind you, I think this would be something found on later models of UFO as a response to Phalanx attacks. It would make sense that if you're losing craft to boarding parties when you're landed, that you set up some point defense turrets to stop infantry. But seeing as initial craft were for aerospace attacks, the idea of someone physically entering your craft when it was on the ground and hijacking it would be unheard of to the aliens.
Title: Design: Equipment
Post by: BTAxis on June 06, 2006, 11:22:48 am
Oh. In that case, the role is more or less fulfilled by the Hovernets. Those are flying machines built by the aliens, and get deployed during UFO missions to protect the UFO. Of course, since they're mobile and actively seek out their target, they don't have a very "turrety" feel to them.
Title: Design: Equipment
Post by: altugi on June 06, 2006, 05:30:23 pm
Maybe have turrets first, and introduce the hovernet and the laser mine in later stages. So you can have increasing difficulty in these missions too.

In terms of gameplay; turrets, hovernet and the laser mine are different challenges. You'd have to develope quite different tactics to master them.
Title: Design: Equipment
Post by: Northen_Wolf on June 12, 2006, 08:31:16 pm
turrents?? turrent is mach gun with movment sensor?

turrent=machin gun+movement sensor=automatic assault rifle= bad damage+2 enterance +8 soldiers = 4soldiers per enetrance= least two kills if not more= useless killing machine...
Title: Design: Equipment
Post by: Bandobras on June 17, 2006, 09:14:34 pm
Quote from: "altugi"
Maybe have turrets first, and introduce the hovernet and the laser mine in later stages. So you can have increasing difficulty in these missions too.


I agree. I also like the idea of turrets mounted on dropships. This adds more tactical options --- retreat towards the protection of your dropship turrets, lure alines to your dropship, hide injured/rescued people in the dropship. Of course the bigger the dropship the better the turret (or you can even upgrade them when techs are researched).

As for ufo turrets --- would they be destructible? Infinite ammunition? I guess dropship turrets should be both indestructible and have infinite ammunition, but this could be an overkill for ufos... OTOH this is a nice tactical variety --- you do not destroy them, as you do with all aliens, but evade them, hide from them, etc. They should have limited range and power, though. Perhaps one shot per turn, so that you can make it shot at you heavily armoured soldier and then safely walk you weaklings into cover. Pure fun!
Title: Design: Equipment
Post by: Bandobras on June 17, 2006, 09:37:42 pm
Quote from: "BTAxis"
Flash grenades sound reasonable


I like the idea too. I wonder what effect should the grenade have. Blindness? Paralysis? All the different conditions are really nice for tactics and they are really distinct: paralysis (the target looses a turn or two), panicked (the same, but likely to happen again), blindness (reduced accuracy), asleep (wakes as soon as attacked), confusion (semi-random movement), stasis (looses turns but immune to damage, not likely except by magic in an RPG:)), bleeding (looses health over subsequent turns), burning (the same but can spread), unconsious, under mind control, etc. Perhaps some weapons could also induce a condition?

Quote
melee weapons


I really like them. They are totally distinct tactically from ranged weapons and have their use when fighting inside buildings, when charging to defend a civilan/CEO/valuable equipment/etc., when fighting against enemies that have no ranged weapons/are out of ammunition/are temporarily disabled. They should be quite powerful and fast, to compete with, say, point-blank assault rifle in auto-mode for close combat (but the knife only has to compete with the pistol). I remember I usually killed most of the aliens in the final map of TD1 in maximal difficulty by standing next to them and hitting them repeatedly with autoshots from a shotgun or assault rifle (from afar I didn't do enough damage and so I risked retaliation). It would be more natual to slash them open with a sword several times under different angles...