What I would add ?
However it's done, all I need is units which I can sacrifice (use to scout out, get in sight of aliens for psi, to attract aliens awareness somewhere else than where my men are). It's a pain to reload when your best men die.
- better heavy armors
the idea of heavy armor or collapsible mass-damage weapons is very good. But it's hardly usable.
--- Heavy armors with higher protection rate
--- Button to predeploy a weapon, waiting for those aliens to get in sight
--- Collapsible Shield. Like Police Squads, they got that metal shield, they need to put down, then they can rocket throw, or fire from the sides with addition protection for when they are in corridors nowhere to hide. could be nice for outside missions.
- very different types of missions
Right now missions differs mosly on : whether it's reticulan or transgenant (psi effective or not) and how many of them there are. I wish I could make 2 or 3 different teams, each best adequate for different type of missions.
--- Terror missions (like in XCOM1, aliens or mass of transgenant ride a city, you must kill danger before too many civilian dies - extra experience, manufacturing boost, "weapon cache", or new recruits and of course increase of 'presence' in the area, would be gained with lowest civilian casualities). Best with speed people, and no colateral-damage weapons (rockets and such would always be a risk for civilian)
--- Defend site/city. Non-base setting, with having aliens arrive by one side, trying to reach and destroy a specific objective. Such missions would better use Heavy Armor Heavy Weaponery squads.
--- Sabotage. Destroy some alien installations (a site where they plan on building a base for example) or assassinate some earth politician pacting with aliens, and leaking info out. Would be best with stealth units, snipers and such.
--- Biomasse burning (like one proposed above). Would require flame throwers.
--- Ability to flag units, and show/hide units based on flags. Use in 2 ways. First way would be to easily select my team for Defense Missions. Second way would be to easily find a Sniper to replace my injured one in my current squad.
- better stealth options
--- camouflage armors (say, we have studied reticulan or transgenant 'eyes' and we realise they do not use sight, but thermic or bat-like vision, then we could imagine light armors which cools up or absorbs sonar waves, making the unit way better in stealth).
--- Dropable/Throwable Motion Sensor. They would act as if you still had a unit where the sensor is (you spot hostile), would require a high observation skill to be detected (and only then they could be destroyed/disarmed).
- Armor Customization/Enhancement (Helmets and more)
Psi helmet were a good idea, you could choose extra normal defense, or extra psi defense. But most armor simply don't use helms. What about you provide each time of armor with custom parts that can affect either the soldier stats, or give new features. Light/Combat armors with accuracy visors for better marksmanship, or gas filtering helm to protect from sleeping gas aliens would throw at us, or psi protection helmet, ... Or heavy armors with rocketbackpack to allow 'floating over ground' (able to move over water or over 'holes', to walk on step parts of cliff or ship and such. no need for levels like in xcom 1), or with shoulder guns (they would fire at whoever you fire with your weapon for additionnal damage), or extra-powerback (a kind of engine that would help you move the armor around, so allow you a slight better speed). Life Watcher mecanism, that would teleport unconcious bodies back to a safe place (either landing area, but it's not safe, or to the feet of one of the soldiers of your choice) etc. (basically, work on different helms for light armors, and different back engines/systems for heavy armors).
- Proximity grenades
Designed to kill or paralyse. Would need observation skill to detect when on ground. Could be dispatched from range but only with some specific type of damage (rockets would work, but soft not, laser or warp would, but not plasma, or whatever, let us be able to remove the one aliens but down in their ships without being too easy for aliens to remove ours).
- Enhanced info about upcoming missions/interceptions
Research tree nodes (Transgenant Signature, Observation Satelite, Very fast scout planes) so that we can get extra info about what's coming up in the mission, what type of transgenant, how heavy reticulan weapons seems to be, how large the hostile is etc. Would help us pick the best team to send out.
Langage Decoder would give hints on ufo mission goal like in xcom1.
- Better influence on how Earth coverage develops
I find it painful to have to wait for a mission in biomass. Why can I simply go install or capture a base near the biomass. When I lose presence over some area (yellow/orange outlines) why can't i order my planes to patrol the area ? Same, when I need to find area 51 or russian base, why do I simply need to wait ? Why can't I send a ship there and seek ?
--- Ability to send out scout planes/chopers to spot missions in specific areas.
- Better interception customization.
Different types of interceptor, I pick which type I send every time I need to intercept a ufo : speed light weapon fighters (to catch those observation ufo), heavy weapon slow heavy armored fighters (for base and battleships), stealthy planes to follow ufo ships and find out alien bases and outposts ("we have detected a ufo returning to base" -> send stealth scouts, find out their outpost, raze it).
- Better glossary, r&d screens
--- I wish I would very quickly see what a transgenant is vulnerable to/protected from.
--- I wish I wouldn't have to look thru the whole list of developped techs to find which one I just developped now (sometimes they don't appear selected)
--- result of research could leak into tactical combat, where I could select an alien or transgenant and get info on their weaknesses and weapons (you reckonize the weapons in this aliens hands as being a Plasma gun weapon).
- New weapons, weapon types, new equipment
--- Cryogenic weapon, that would paralyse while doing minimum damage
--- Multi-Ammo weapon, where burst/aim could be replaced with ammo selection (stun/kill wave weapons, or weapon that would save the pain of opening backpack and changing rifle everytime a new alien shows up)
--- Sound based weapons (would stun, easily get thru most armor, could break computer devices such as in some alien robots, or break a weapon or rather make it unusable for a few seconds)
--- Mini teleporters. single use device, one hand most probably, that allow you to jump a few squares.
- Misc improvements
--- ability to switch items without having to put down one to ground, move the other, take the one on ground back
--- ability to select armor on body in the squad screen to display stats, without having to replace it with cloths (esp good when you have only one bio armor!)
--- ability to shoot at controlled aliens to kill them. Btw, when alien control wears of, please make it that he is still visible if he was in sigh of my other soldiers (I hate when it disappear and shoot at me until my soldier suddenly realise it's time to succeed an observation roll and .. oh there is a guy just in the square in front of me.. grr)
--- geo mode, I want to click where appear the number of 'research' base I own, that would highligh all research base on the sphere (1 reseach base left ? how come, where the h... is it ? roll that sphere, roll it again, 2 mins later ah here..
--- better video when intercepting ufo. especially would be nice if a BASE ufo doesn't simply look like a laboratory ufo
--- a button in geo to color areas based on presence, to better spot where it's going down, where it's going up, and where I need to act. Or give the presence rate and whether it's currently going up or down each time a missiong appear so I can better know whether I need to do the mission, or simply take the risk to delegate (would be good if we could somehow upgrade CoE troops, or make them more sucessfull, or simply if they success would be based on how strong my team is and my researches are).
that's all for now. that's already a lot to read, I know. sorry.