UFO:Alien Invasion

General => Discussion => Topic started by: Rodmar on October 09, 2015, 10:04:21 pm

Title: Feedback on Alien Bestiary and Alien Teams
Post by: Rodmar on October 09, 2015, 10:04:21 pm
Hello, I'm playing v2.5.

I read http://ufoai.org/wiki/Proposals/Alien_Bestiary, as well as the .ufo files about alien missions and alien teams.

Here's a feedback.

Teams are not damaged by a crash, and we fight in a ground mission the original team that was "intended" at alien mission launch. So we can discuss on original teams now.
Team in a given category (say, fighters) are random. For example, you may encounter a nearly full robotic team, and you may question what for a UFO crew is.
To speak about alien teams' consistency is to speak about alien bestiary role and diversity.
It's also to speak about what is an UFO's crew.

I mean:
Why Harvest missions with 10 robotic units?
Why a landed Corrupter with 4 or less units inside such a valuable asset in hostile territory?
Why a XVI mission with mostly mass killers?

Mixing what is written in the UFOpaedia and in the Alien Bestiary section with some feedback, I end with:

More on the robotic units: they are small, and that mean easily stored in a UFO.
If the normal version are made a little less dangerous, it'll be of little consequence to add more of them on the Battlescape.

Now on the missions:


Do you see where I come?

So, the crew would become bigger (much bigger) than they currently are.
Remember that the more realistic setting would rather correspond the Difficult setting.
Also, robot units take no room inside an UFO. Adding more of them is just a question of difficulty balance, of fun (slug fest), and of thrill (they are everywhere).

TL;DR

Currently alien teams aboard UFO are only "scouts", "workers", and "fighters".
Secondly, for each such category, the teams appear to be totally random (for a given "Taman_HeavyShevaar...." setting), except that for some Alien Interest, some species are not allowed yet.
I propose to reflect on the real purpose and layout of a given UFO, together with its current mission.
I think it would be best if the current team object is replaced by a team_crew/team_defence/team_mission structure, i.e. who's necessary to actually man and fly the UFO, who may be useful in case of landing and/or crash, and who's needed for the current mission to be carried over: Scouting, Aerial Interception, Harvest, Terror, XVI, Base Attack.

Given that:
- Ortnoks shouldn't be specialists, i.e. normal crewmen.
- Hovernets should remain the only (real) robotic scouts all throughout the game.
- Bloodspiders should remain the only biomass harvesters all throughout the game, seconded by Ortnoks heavy handlers (to handle full bodies).
- Combat BS would be CQ last ditch defenders, and terrorist units.
- Combat HN would be the main robotic front line, as for now, a role normal Hovernets would fulfill only in last resort.
Title: Re: Feedback on Alien Bestiary and Alien Teams
Post by: Rodmar on October 10, 2015, 02:09:36 pm
As an example, screenshot features the settings of the Fuel Deposit map, a map with a new, special mission briefing:
The Aliens have landed and are entranched in the closed installation.
This time, the entranched Aliens were: 5 Combat Hovernets, 4 Combat Bloodspiders, and one Ortnok.
1°) This map is without any UFO but a Corrupter UFO was retrieved at the end anyways, so we may assume that it had this very crew of 10, 1 of them, only, being a biological unit, who is deemed to not be even able to man a spacecraft... Or do we call this an automated shuttle?
2°) This mission was a landed XVI mission: can Combat Bloodspiders, conceived to defend the Aliens against the PHALANX, spread a XVI? With monomolecular mandibles? (Sorry for becoming a little sarcastic :) )
Title: Re: Feedback on Alien Bestiary and Alien Teams
Post by: ShipIt on October 10, 2015, 02:41:09 pm
The alien teams are already different in 2.6-dev. However, we are very limited about that.