Expansion Pack


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#41 Kelfka

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Posted 15 October 2003 - 10:12 PM

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

#42 Cpl. Facehugger

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Posted 15 October 2003 - 10:17 PM

Quote

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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#43 xv_lee

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Posted 15 October 2003 - 11:16 PM

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.

#44 stormx1022

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Posted 16 October 2003 - 04:55 AM

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!

#45 Paganarh

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Posted 16 October 2003 - 06:08 AM

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

#46 el_bardos

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Posted 16 October 2003 - 09:28 AM

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!

#47 Crazy-Lord

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Posted 16 October 2003 - 06:47 PM

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

#48 el_bardos

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Posted 16 October 2003 - 06:59 PM

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  ???

#49 shrapnel

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Posted 18 October 2003 - 12:39 AM

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).

#50 Firecracker

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Posted 18 October 2003 - 04:37 PM

I know what would be absolutely lovely! Some kind of multiplayer/coop ability!
I would love being able to play this game in a coop mode with my friends. Used to play Jagged Alliance coop with a friend of mine for ages. Coop is a feature that is to often overlooked in turnbased games...

#51 MonkeyGuy

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Posted 18 October 2003 - 04:59 PM

Maybe a bit more eyecandy, just things to look at while you're researching etc. Also, one little gripe mainly, an option to choose only to stop time if your whole team has no orders, sometimes i just want one guy to fire a rocket without the rest of my team trying to play fetch.

#52 MonkeyGuy

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Posted 18 October 2003 - 05:03 PM

Oh yeah, one more thing. How about cutscenes in game - just a short scene showing an alien jump out, or loads of random stuff going off. It would be cool if pipes burst or the building flooded randomly. It would just make you play more if that happened.

#53 PHOENIX-NEO

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Posted 18 October 2003 - 05:45 PM

Whoa talk about information overload, in perspective i agree with a lot of what has been suggested but much of it belongs in latter games in hopefully a series.as for expansions i think there should be two types of official releases, the 1st should been free downloadable versions that purely enhance what is there {just like the very nice people at stardock are doing as at this very moment for a very good game called GALACTIC CIVILIZATIONS which is my saviour due to the great dissapointment i had when i purchased the agonisingly awaited release of MOO3},the 2nd should be sold like most expansion packs.For the freebies it should consist of the usual bug fixes and annoying gameplay redundencies like the ability to stop if required the 7 voices speaking all at once all the time such as delegating the most experienced squaddie in a created! group to confirm orders and orders completed {chain of command and all that}.These are my thoughts on ENHANCEMENTS bearing in mind i still have yet to fully play the game and these things might already exist,you should have the option to recruit rescued pilots as well as them going back to being a pilot since they gain xp at the end of mission as well {had a couple level up then they went back to flying grrr}.an expanded set of skills for squaddies when they become high level maybe something like feats as in fallout,stealth/cloaking suits,more weapons and armour like the pulse rifle from aliens and modern day rifles with grenade launcher barrels, cybernetic upgrades, implants etc ,battle enhancement drugs eg ANGEL DUST PCP or whatever they're names are,an amendment to the equipment screens at bases such as having a redundant item pool or a sub category for say the 100 or so single shot desert eagles you have acquired and wouldn't even dream of using at this point so u can only see the items u are going to use during selection instead of an ocean of useless junk.there is more to come but i leave that for others and a latter time.for a buying expansion pack things like new campaigns ,new aliens new tech trees set within the current story such as capturing an orbital station in a stolen ufo etc..more latter.sorry to waffle on!

#54 greenduncan

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Posted 19 October 2003 - 01:31 PM

Hi Ive been playing the game for about a week now.

My approach to this game was probably like a lot of peoples and thought GREAT ANOTHER UFO GAME JUST LIKE XCOM!

However CENEGA & ALTOR are not Microsoft!

EVEN STIL UFO AFTERMATH IS DEFFERNATLY AN IMPROVEMENT ON UFO ENEMY UNKOWN & UFO TERROR FROM THE DEEP!

I WOULD LIKE TO THANK CENEGA & ALTOR FOR MAKING A GREAT GAME WITH A STRONG PLATFORM FOR FUTURE DEVELOPMET.

If i can add one small but maybe major improvement! altho there may be an obviou reason to this?

FOR WHAT REASON DID CENEGA & ALTOR DECIDE NOT TO MAKE THE 3D ENVIRONMENT REFFEREING TO ALL BUILDINGS & OTHER TYPE STRUCTURES INTERACTIVE?

ITS JUST A BIT STRANGE HOW YOUR SOLDIERS CAN ONLY GO IN CERTAIN BUILDINGS AND NOT ALL OF THEM!

I KNOW THIS IS A MAJOR TASK, BUT PEOPLE WANT THEIR CHARACTERS TO BE ABLE TO CLIMB LADDERS, OPEN ANY DOR TO ANY BUILDING AND GO INSIDE IT!

UFO AFTERMATH IS A GREAT GAME BUT IF YOU COULD DO THIS IT WOULD TRUELY TOP IT! IT WOULD REALLY HIT HOME WITH A LOT MORE GAMERS, GREATLY IMPROVE TACTICAL COMBAT.

EVEN THE FALLOUT GAMES HAVE THIS BASIC FUNCTION AND IT MAKE THE GAME SO MUCH MORE RELISTIC SO MUCH MORE INVOLVED!

SORRY FOR THE CONSTRUCTIVE CRITISM IF YOUVE TAKEN OFFENSE!

PLEASE REPLY TO ME IF POSSIBLE

7/10 room for improvement!

greenduncan@hotmail.com

#55 Cpl. Facehugger

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Posted 19 October 2003 - 08:29 PM

Personally I can't stand the urban maps, so I avoid those like the plague.
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#56 Fox

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Posted 20 October 2003 - 03:40 AM

As much as I'd like to read this entire thread... I'll just point some things out... maybe they have already been said.

As someone else pointed out in another thread, the unit sounds are terrible.  There are no words that can describe how completely stupid your guys sound.  I mean, your starting dude, Brian or whatever his name is, talks like some moron from Bumf*ck, Idaho.  And that girl voice sounds like an old grandma.  I was actually quite stunned when I heard the voices, I felt like I was playing Warcraft I.

Another thing with Interceptions, probably already been said.  Way too random.  If the X-COM interception had could have just been touched up, it would have been great.
QUOTE
Posted by Jellyfish Green
Blaster Launcher tactics: a brief guide.

Building: Nuke it.
Orchard: Nuke it.
Underground bases: Nuke large rooms first.
UFO: Punch a hole in the bridge, then send in a second bomb to nuke it.

#57 Cmdr. Fox

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Posted 20 October 2003 - 05:03 PM

The thing I miss the most from previous X-Coms was the ability to develop fully human weapons, like the lasers or gauss from the previous games. They are a logical thing to do... I mean, you get attacked by aliens... before you even consider capturing some of their toys, you usualy try to make some new ones from yourself.

Also... Aliens should get their own heavy weapon platforms (remember those beasts from Apocalypse that launched rockets? Nasty), and there should more diferences between grays, and I do mean obvious ones, not only diferent type of armor. Unfortunatly, I dont know how to do that. Maybe more bulky greys breed to go on hand to hand and move quickly... some with even more developed brains that only use psi attacks, and some with noticible diferences (like some sort of ranks) that would act as some sort of commander: Kill it and the enemy wont be as well coordinated.

Oh yeah... the heavy armor could be replaced by or ,upgraded to, powered armor with its own on board weapons: as long as we get to select them. Picture a gatling on one arm and a rocket launcher on the other. :devil:  

If the humans could develop robots (high stats but do not improve over time), that would be great. As for Tanks, Cenega said that would be hard to do... but several types of small, automated vehicles would be cool. But if it isnt possible, powered armor it is. :withstupid:

Oh! One thing that you REALLY must add... please allow us to destroy trees. ;) Please? Sometimes they kinda block the way.

#58 Paradigm

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Posted 21 October 2003 - 07:44 PM

Cmdr. Fox said:

The thing I miss the most from previous X-Coms was the ability to develop fully human weapons, like the lasers or gauss from the previous games. They are a logical thing to do... I mean, you get attacked by aliens... before you even consider capturing some of their toys, you usualy try to make some new ones from yourself.

Erm, so if some aliens attack and we are ten years off a decent gauss gun, we're going to try and get more money put into that, rather than trying to steal some of their awesome plasma/sonic/laser/whatever weapons and get them sorking for us in a week? No, we'll steal their stuff and either use it, or make hybrid weapons, or at the least base our own advancements with their tech.

Fox said:

Brian or whatever his name is, talks like some moron from Bumf*ck, Idaho

Well he probably *is* from Bumf*ck, Idaho. So what? I doubt the spores made much distinction about who survived...

For the record, I don't mind the speech much, though it could stand some upgrades.

I like the idea of battle armour, something like the carrier in Alien. Only with guns instead of claws. Or it could be super-tough and not carry weapons, but be deadly up close. Also, I want your chopper (I'd assume a Chinook, because they own.) to be sitting there during the battle, maybe it could have some chainguns attached? Or it could be flying around and give a little fire support, or be a spotter unit.

Oh, and don't introduce fog-of-war outside of unexplored bases and so on. Do you really find it plausable that a crack team of crack super-pirate-ninjas wouldn't have a look at the area they were about to land in and risk their lives to save the world?
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#59 storm turmoil

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Posted 24 October 2003 - 08:46 PM

how about a "power struggle" among the council, where they all fall out arguing over who gets all that juicy alien 'tech?
so all the members are all divided into factions fighting for bases and territories and is up to phoenix company to keep them out of the places with all the good stuff.

#60 Azxel

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Posted 27 October 2003 - 06:52 AM

1. ability to go prone for snipers

2. ability to enter buildings for more cover and climb up to the roof for sniper placements(include the ability to climb inside and on top of littered vehicles would make it even more better!)

3. androids soldiers / robotic dog scouts

4. small armored mechs that a soldiers can get into and man (but go at slow speed)

5. camera to go to "eye-level" and zoom in closer

6. more soldiers and ability to allocate them to various bases (to protect and launch attacks from - flying all the way from Mexico to Alaska sucks)

7. characters in game that we can relate to would help propel the storyline

8. ability to choose (multiple) insertion point (especially when in urban areas. i.e. fast rope on top of a building while some drop off nearby)

9. trees other obstruction that becomes slightly transparent

10. ability to lay traps / mines for ambush (is there one ingame currently? not sure... havent played that far yet)

11. variety of enemies might help (i.e. renegade soldiers working for aliens, kingpin/gangs that roam the areas perhaps?)

12. might be nice to be able to take more than 7 people into the battle field (bringing along 10 noob soldeirs into the area to watch 6 experts do the work to learn a thing or two sounds cool - though taxing and confusing :blink: )

13. havent played a night mission but are there any night vision/IR goggles?

14. ability to call in re-inforcements/back-up when 4 of your 6 men team is down would be nice.

15. multiplay / coop play

;) most those things mentioned above would probaly need a lot of reprogramming  ;) better forget about it, i wouldnt wanna wait another few years for a sequel or expansion.




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