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Ok, this is what i want for an expanion, or someone to make a mod:

1) The ability to enter buildings. Like you have an enter icon on a building and the soldier enters the building and appears on the roof. This would be great for snipers

2) TANKS! 7 soldiers is not enough to attack the many aliens in the game ;)

3) Have the option of turn-base combat, like X-Com had

4) Better Pathfinding

5) Improved Graphics...just alittle bit :bomber:

6) The ability to edit the voices, and record our own in

7) The ability to put our faces on the soldiers :withstupid:

8) Better sound effects

Thats about it for now, i would think these would improve the gameplay much more and make it even a better ass-kicking game! :devil:

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Edit: Thanks Slaughter! :D

 

The ability to enter buildings. Like you have an enter icon on a building and the soldier enters the building and appears on the roof. This would be great for snipers

 

I like that idea, and it shouldn't be too hard for the altar guys to add in, plus, it would bring back one of the nicer things of xcom. :withstupid:

 

About the tanks, the designers didn't want to have to deal with all the extra animations and code required to make a good-looking (working too) tank. Now a single squared "tank" unit shouldn't be too hard to add. It could be like an 8th squadmember, except that it is immune to psi. I don't know. But many people seem to want some sort of tank. ;)

 

Lastly, I don't see how turnbased play could be added. It would require a major rewrite of the code (at least I think it would.) Besides, apoc had both, and the turnbased suffered for it (imo) If the realtime is like apocs, It shouldn't be too much trouble.

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Well... I would like to see some improvements to dogfights, current system is just too random...

Atleast it would be nice on to have few diferent attack plans not just one: "Hey lets all go diferent ways and hope they wont get us all" :crazy:

And Option to equip planes whit diferent kind of weapons (like few diferent missiles and some alien :withstupid: weapon)

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Configuring planes would be cool, although I guess that the problem lies in that once you have a better weapon, you wouldn't put on a worse weapon anyway seeing as upgrades to planes are kinda "free" in the current way UFO:A is done.

 

Maybe if some sort of fund system was introduced in some way, so that development of new weaponry/armour, etc, costs, and thus you would need to manage where you pooled your resources (i.e. do you develop better guns for your men to use, or do you develop better missles for your jets? But both would cost money, which if scarce, would limit what could be developed, development halting if you'd ran out on money). Money could maybe be gained from successful missions somehow?

 

^^ Would definately need a very different storyline than UFO:A if it were to involve paying for things in some way.

 

-------

 

Also higher resolutions textures would be nice (some of them look a little low-res, esp. on the ground sometimes, or cliff-face areas)! :alien2: :alien2: :alien2:

 

Oh, and the current levels of zoom in tactical missions (zoomed-in, zoomed-out) are too close I think, a third level of zoom, which was zoomed out further than the current standard level of zoom, would be good. Nice to be able to see large areas of the map to plan routes without having to keep scrolling around (on large maps at least).

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gimme a freakin chopper speed upgrade or something.

 

don't randomize troop deployment on base defense missions, you arrive by chopper or teleporter so they should all be together.

 

rework armour settings so you start with infinite light, combat and heavy armour like with uzis and shotguns. then change it so that research "ehancer xxx armour" just upgrades and replaces the armour you have in stock, not requiring you to manufacture it.

 

rebalance armour and weapons so that you don't have to use alien armour almost exclusively.

 

Make it so when you have a group of troopers selected, and they all have the same voice-report (e.g hostile killed) only one of them makes the report, not all seven reply repeating themselves.

 

Perhaps mod the planter UFOs so that you don't see many of them earlier in the game, and when they do show up they come in waves of 4 or 5 and try to play biomass as deep within your territory as possible. at the moment does the biomass growth even have any correletion with the planters landing, or is it just scripted depends on what region you begin the game in?

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First of all, Freedom from XCOM1, Stronger storyline. Little things like when research is ready--> show results and automatically tsart new research so it doesnt have to do manually all the time..

 

Developement wtf is that, i research laser and still have to develope way to use em.. Useless, more useful would be manufacturing so u dont have to find all the weapons before use them, found 1 laser and thats it after playing 1 night grr..

 

Fighters appear automatically, no equiping of em.. And still standard hornets drop 4 ufos.. weird..

 

First played 5 hours with 2 bases and after hour i have 12 bases.. hmm, i have 1 research base and to research something takes 8 days, i make 2 more samekind it takes still same time.. Bugs bugs bugs.. No vehicles..

 

Creator has taken too much shortcuts making this game. in sequal deffinately try to get interface and smoothness alike in ufo enemy unknown and terror from the deep where u can build and equip allmost evrything.. And marsmanship only affect snipers LOL!

 

 

Much to be done to make sequal more better than original ufo's.. Nevertheless this one haves also its good points like in combat missions.. only annoing there is that damn done,done,done,done from each squad member eaven if u command em as in group...

 

Well only 1 night played, more feedback coming up from true xcom 1&2 junkie :withstupid:

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Ok, haven't quite got to the end yet, so this may not follow the storyline (eg if you wipe out the renegade grays by at the end of the game) but reckon an expansion should start by saying you've managed to repair the q-gates (or whatever they were called) so you can go to the alien system and wipe out the renegades (go on the attack after defending the earth). Or maybe there is a civil war on the aliens planet that you've agreed to help to old greys sort it out......your mission being to win back the planet with them, territory by territory.

 

You could have a limited number of troops so avoiding getting too many of them killed is essential, and only limited weapon supplies so scavenging from fallen aliens and manufacturing become all the more important.

 

Perhaps cartain territories could actually have strategic advantages - e.g. a mine in a region makes an engineering base in that territory more effective than normal as you have a ready supply of raw materials.

 

More than one active squad would be good as well, possibly removing base teleporters so positioning of squads tactically is important for expansion and defence.

 

Also agree vehicles would be good (like in fallout tactics), as would some rebalancing of the difficulty (see my rant in this weeks poll) and a proper turn-based mode (I can dream :withstupid: )

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The one thing I'd really like to see is some sort of 'Bird's eye' minimap in the tactical screen. The camera thing is good, but I'd like to see the whole map as an overview - especially for the urban areas. It would save a lot of scrolling round on pause while you plan your route and tactics. In addition, if I remember right, there was an element in the old (begins with an X) games of morale in that if you started losing too many soldiers, the others dropped their kit and ran. I think that would be a good concept to have. It may be annoying, but more realistic. If you watched your six mates getting fragged in under a minute, you'd run...
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.Tank , used similar to that in the game Soldiers of Anarchy

.Gattling Tank, tears up the scene to the point that trees can fall down

"It is an expansion after all why should we settle for somthing that was used in xcom, nope sorry i would rather have a Realistic Tank with 2-3 man crews"

 

**-If a tank is just completely impossible, Then maybe consider somekind of exo-suit... which would be basically just a large human that is 1 x 2 squares wide. (Heavy gear 1&2 for accurate reference)**

 

.Decent aliens! Somthing about human size, that comes screaming down the road after blood would be nice. Even better if it tries to cut your head off with its claws

"Sorry but. even gumby is more scarey then some of the aliens in this game"

maybe even a biomass'd hybrid gumby should be considered

 

.more weapon selection, M60 , Browning , light infantry support machine guns

"Game seems to lack the constant showering of bullets"

 

.SAM Sites

"realistic but maybe not practical for this kind of gameplay"

 

.Extreme Heavy armour with batteries , take a look Fallout tactics and starship troopers, even take a look at heavy gear 2

"Who would'nt want to be a tank on legs when being showered with alien plasma fire"

 

.Give the aliens other stuff to shoot , Solar blaster ,fusion rifle, nerve gas grenades ect..

"They need more ways to kill us with too"

 

.continue to venture further away from xcom

"i purchased my copy 9 years ago, I don't need another one :withstupid: "

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I don't know, gumby freaked me out. :withstupid:

 

I would like to be able to maufacture bullets. Guns I don't care to much about, but I am really frightened when I hear that you need to scavenge bullets. ;)

 

More interactive interceptions (equipment, and all) This one seems to have been requested a lot.

 

More protection for the heavy armors.

 

A degradation of psi powers.

 

And a deploy button for deployable weapons

 

Those seem to be the most asked for ones, besides tank units (in some way.)

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An Expansion should include additional scenary, and scenarios, perhaps.

 

Say a scene in a cemetary, additional parts of cities like a park in the city with statues, or at a scientific station in Antartica or so, and in the yards of like Monasteries, perhaps, your back yard type sceneary, or a surburban populated home area, persay!

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I like the idea of the human VENGANCE. But here is my view of it. :D

 

First, close to 50 years afther UFO:AM the humans discover where the vessel came from.

 

Second, they build a big ship, the VENGANCE, and go there to whipe out the entire planet of all life forms. :devil: Just like they did to us. :withstupid:

 

Third, the alien planet would be like the old earth, with cites, goverments and military installations.

 

Fourth, since you can't destroy a planet with bows and arrows the VENGANCE got one or two NUKES to establish a foothold. ;)

 

The main course of the game would be to find weapons of mass destructions and clean out the place.

 

Food would also be an issue, so from time to time the human would have to attack cites and find comestibles things (animal, floral, PETS) ;). This would implicate to shoot and kill civilians and militia.

 

thanks for reading

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I like the idea of the human VENGANCE. But here is my view of it. 

 

First, close to 50 years afther UFO:AM the humans discover where the vessel came from.

 

Second, they build a big ship, the VENGANCE, and go there to whipe out the entire planet of all life forms.  Just like they did to us. 

 

Third, the alien planet would be like the old earth, with cites, goverments and military instalations.

 

Forth, since you cant destroy a planet with bows and arrows the VENGANCE got one or too NUKES to establish a foothold. 

 

The main course of the game would be find weapons of mass destructions and clean out the place.

 

Food would also be an issue, so from time to time the human would have to attack cites and find comestibles things (animal, floral, PETS) . This would implicate to shoot and kill civilians and militia.

 

thanks for reading

 

I really like that idea, it would feel good to finally invade one of their planets for a change!

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a very good game already but definate room for progression in a sequal. im not sure on expansion packs; to me they seem to be a bit of a money-spinner for a few new weapons and graphics. i never buy these as to me it seems like its all money orientated.

 

as for features in a new game tho...

 

being able to build and improve bases

i like the current idea of bases having a purpose (ie mainly for military, research etc), but itd be cool to have more control over bases; ie, the R&D staff, medics & supplies, and definately the structure of the base itself, and the start positions of the troops!

 

bigger squads and new units

i know its based on small-squad tactics, and u mite not need it for all missions, but it'd be cool to be able to have control over a bigger squad should you want to. i remember those squads of 20 in my avenger...

also, androids and HWP's; they would really even up the extreme psionic advantages the aliens' possess.

 

local militia/army/security/civvies/passive squads

it got me a bit that in this game u could delegate missions to other human forces but you never saw them. it might be nice to arrive at a mission in a stand off situation as reinforcements, or maybe have a few shotgun happy locals trying their best in vain. maybe after delegating a mission u recieve an emergancy call for help? perhaps even another military squad taking on the aliens independantly, say, in a base defend mission, on the same map at the same time as you.

 

more stats and supply figures

a reserve army size- ie, your conventional forces total 200 men. you delegate a mission to them, they fail, the conventional forces drop to 190.

also, anyone find it weird how (before teleporters) that no matter what base they flew from, they had the pick of all the staff and all the weapons from all the bases? some kind of supply/personal home base would be good; so you have staff stationed all around the place and not everywhere at once.

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For me: UFO:Aftermath has many similarities to X-Com I. However points that differ between them are:

 

1) UFO:A is missing the feeling of an epic battle...it just feels different when you are controlling only 7 ppl instead of 50 ppl in X-com (remember when you load up with your best troops to get to Mars? That feeling of grandness in scale)

 

2) Another thing was that X-com still had a character development system where you gained abilities relative to what u did...I mean its not that I don't dislike that new level system in UFO:A but when i got to level 15 or so i started multiclassing too much. They should make it so that specific professions are allowed to use whatever weapons.

 

3) ADD MONEY TO THE GAME! Its stupid cuz I just basically get everything I want....and unlimited grenades and equipment. I had a loadout of 4 grenadiers and that just kicks anything almost...

 

4) Altar doesn't need to simplify X-com, they just need to make it more complex. X-com was perfect in depth, and adding more research trees, weapons, aliens, armors and professions will make it even better than x-com.

 

5) The auto-dealing of missions by other squads is gay. Scratch it, i ended up skipping all the attack base missions and did all the ez missions and i still ended up fine.

 

6) MORE aliens! Only reticulans? I want more than just that!

 

7) I want that hiring of scientists and engineering stuff in X-com:Apoc where they have diff. skills

 

8) As suggested, where's the vehicles like plasma tanks in X-com I?? Turret is a good idea but make it deployable.

 

9) Add a fog of war, its stupid that I can see where the ufo crashed and i just run there and rape the aliens. It screws up the suspense a lot too.

 

 

Final note: X-com I & II focuses very heavily on its suspense and the "hidden movement" UFO: A has a toned down version of the suspense. Screw the RTS game system. Just use turn base!

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1) Somewhat agreed, but UFO:A has a nice feel to it too :withstupid:

 

2) Agreed!

 

3) I dont agree wit that- why do you need money when all of the civilization is destroyed anyway and you just can salvage everything? Maybe if the expansion's storyline would be that "humans are new guns for hire etc", then somekind of credits could be implemented... but now? no.

 

4) yes! more compex! I'd like that.. but UFO:A doesnt need to turn into a SimCity also.

 

5) well, that's personal ;) I liked to do alien base missions and those easy ones I delegated.

 

6) agreed, more aliens or at least HORDES of more transgendants. nad no more slow-moving jellyblobs, but very fast and tough ones.

 

7) again, from where do you hire scientists? from aliens?

 

8) agree on tanks, and turred should be deployable, yes.

 

9) fog of war would be grand :D

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Picking up on the delegated missions point.... I think the concept is good, it just hasn't been that well implemented. It seems to be random luck whether missions are completed by your allies or not, however difficult they are (so they seem as likely to succeed in capturing a base as spotting a couple of different transgens). The chances of their success should be more in line with how hard it is...base missions they should manage maybe one time in 10, scouting out transgens they should manage 9 times out of 10. That would make you think more about what can and can't be delegated.

 

Also your fighter planes taking on UFO's is too random - I've taken on a planter and knocked it out without losing a single plane, then researched extra weapons and armour for them and the next time they take one on fail to take even a single escort out!

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Maybe much is alread said

 

But this is al what I want in a expansion pack

 

Instead of the world map in geoscape you will see planets, you can find against other aliens on other planets, but I understand if it can't be done with game engine

 

Fight with greys/other aliens against other aliens (more aliens please)

 

 

You must be careful that you don't use too much the delegate button, because it will decrease number of available humans.

 

I have almost only super-heroic troops and I will not waste my troops to a simple mission

 

Will there be a next level to Heroic and can you bring your soldiers over to the expansion pack(s)

 

Bases will try shot the UFO's first before they tried to attack the base (hint X-Com 1 & 2) and with upgraded versions (If you have researched Laser, they will have a laser defense, plasma will be plasma defense) In X-Com 1 & 2 if a alien ufo dares to attack my bases they will be get shot down by my defenses

 

You can also fight underwater first with simple gear that is unlimited, but later you will find better stuff. Now I must wait for another UFO to show up. (Maybe but some water aliens/transgenants in the expansion pack)

 

More different kind of UFO's

 

Changeable Armor/Weapon/Engines for aircrafts

Aircrafts from the begin can win a battle against a battleship large with no losses, and upgraded versions of the aircrafts will lose from the same UFO (very strange)

So I think there is random number working if you attack your aircrafts ufo's

Pleazz change that number

 

Tanks would be an idea, but it will cost 3 or 4 slots (Commander, driver, gunner, ammo loader)

 

Androids/Robots can be manufactured, you can give them any weapon what you like, but is they or a human.

 

You can upgrade/give Android/Robots armour; if they are more human shape then you can also give them the same armour or upgraded the ones where they begin with

 

More weapons on human and alien side, because I miss to much weapons like a laser/plasma sniper rifle for the humans and weapons you can't use against aliens because they are not human (like brain sucker launcher in X-Com 3)

 

Manufacture the human weapons and the ammo that you have find in the missions, I know it would a bit difficult if you need find a weapon through all weapons that you already have researched/manufactured (maybe two buttons Aliens & Humans.

Aliens every weapon that you have researched/manufactured.

Human every weapon that you find in transgenant missions

 

You can launch different squads to other places, I do not know how much rewritten must be done but you can even launch 2 squads to a mission. So in a mission you can have 14 troops to play the mission

 

Greetinzz,

Crazy Lord

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Just thought of another point.... pretty much all the missions allow you to take a full 7 man squad (unless you are rescuing anyone in which case a slot is left free for them). Forcing certain missions to be completed with less men would add to the challenge of the game, although I can't think immediately of a situation where it would be necessary from a storyline point of view. 7 is presumably the max that can fit in a helicopter....maybe as well as the chinook to get you to missions there could be a plane - faster to get there but less room for people inside, max of 4 maybe. If a mission was on high priority maybe this option could be forced on you - not enough time for the chinook to get there!

 

I'm beginning to get worried I'm starting to enjoy thinking of ways to improve the game more than actually playing it ???

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Looks like most want to be able have a momentary component (I agree). Instead of money however how about resources (steel, copper, gold, etc). You'd have to build mines (see below) and the resources could b used to augment equipment or to replace destroyed planes/equipment and to build stuff (see below).

 

Looks like most want to be able to build stuff (I agree). Instead of bases however how about:

 

Radar stations to expand the detection grid

Mines to mine resources

Defenses systems (turrents/sheilds/etc)

Power stations to power buildings/defenses

Sonic stations to detect underground labs (see below)

Etc, etc

All need resources to build and all can be destroyed or captured and all have upgrades.

 

 

 

Weapons caches and government labs:

 

Random caches (abandoned armories, etc) of weapons that either you or the aliens can find (spawns retrieval mission). Possible that the aliens learn about what you're going for and attack you during the mission

 

Random secret labs that contain super top secret tech. The techs are in different stages of development before the alien attack and you'd have to continue the research before gaining access to what ever the research was about.

Spawns a retrieval mission to (these lab are most likely deep under ground). Or an attack mission to stop the aliens from taking the research (if they find the lab 1st) and if you detect them.

Also there might be defense systems built into the labs so you'd have to take these out. These will shoot at aliens and humans.

 

 

 

I like the idea of Mechs or Robots, that'd be cool. Vehicles would be great to even if it's just a humvee w/ a machine gun mounted on the back).

 

Artillery should be added as well as Air strikes. Air strikes can be intercepted and artillery would be limited.

 

AI: I've only played the demo and faced low level stuff (I have see units run away) but I'm hoping that the higher level aliens whom have an advanced military understand and use squad based tactics.

 

 

More weapons!!!!!

 

 

 

Just about any part of this game can be expanded so the Dev have their work cut out for them.

 

As for a sequel how about: UFO: INVASION

Yes they have landed and are invading (taking over).

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