Not to sap xcom morale at all.. but you`re all gonna die you know that mwahhahahahahahaha
*evil overlord rant over*
On the base issue note, i think we shouldnt reveal base locations until we have found them, but limiting the first base assault til around 3-4 months, then probably not more than 1 base assaut per month after, Same for the aliens side (and with terror missions i will follow the same rules too, along with not using snakemen for terror missions because chryssalids are just natily OP atm - i think in a multiplayer game they should have their zombifying abilitie nullified and maybe just get a sem-powerful melee attack, kinda like the calcanites of tftd).
The house rules atm that we have are:-
No laying eggs with snakemen - (pretty obvious as i can just hide and spam lots of snakeys, even though unarmed it isnt hard to just swarm and pass weapons around for a shot then throw it to another, rinse and repeat)
No Burst-fire unless within 5 tiles range of the target - (even with 2% acc i have seen bursts connect 2/3 times lol - also makes tactical long range engagements more of a possibility)
No grenading the LZ - (As the alien player the whole tactical map is revealed to me, but i can only actually *see* what my aliens can see, the area of the skyranger is just a black rectangle until i get close, but this means i know where it is and can lob grenades, which is a bit of a cheesy tactic)
No Snakeman terror missions - (as described above due to the chryssalid OP-ness)
Alien Patrolling - (due to xcoms sucky detection rate by radar and patrols having to get lucky to get a contact, ill limit my missions to 2 areas at once - making the use of graphs to detect my ships a possibility and not limiting my research and harvesting missions too much, as i have to scout and research the area before my other mission types are succesful)
Plasma - (as the alien player controls the time plasma rifles and other heavier weapons become available, this means i can limit earths forces to using crappy tech for most of the game, making base asaults impossible, i will aim to research plasma rifles in the 2nd month - giving me a little time to get other needed techs up and running first.)
Psionics - (Panic attacks only - anything else would just let my leaders and commanders take over his entire attack force
Thats it for the rules atm - but there may be more to come as we play more of our other game
, also blaster launchers in this game are deadly but they dont have waypoints - so its just a high powered rocket launcher which works well for multi player.
A little note on the other stat in this game that has been introduced is PERCEPTION, this is a tricky one to utilise effectivly, we all know that aliens see better in the dark than the humans (i know - they apparently dont have night vision goggles for some reason
) but if a unit has high perception then some of this can be negated (high perc is around 105+, but this is a stat that cant be improved i think), floaters are partially blind and only have a perception of 80 which makes it hard for me to see most troops even in broad daylight
, but sectoids are pretty sharp in the eye department ^^
Also on a mission we done a sectoid on the edge of a corn field was kneeling and was undetectable to a unit with around 80 perception from 2 tiles away, but a different unit with 100+ perception could see it from further away and through a bit of smoke. This kinda makes sense but makes the xcom player decide wether to keep low perception units or use them as back up fire support while the scouts get the high perception stat. I mean it probably is very hard to see a kneeling sectoid in a cornfield anyway, but as its beta testing will of course show if it is a good addition.
Also motion detecters - these have been improved greatly (wish i could keep/research them myself after i capture one lol), they are simply activated with a small amount of TU`s and remain active until turned off (even when dropped) and even though they have a shorter range than in the original game they are great at detecting people by actually showing up on the tactical screen (no more blips on a radar), however i think it only works while being held (the showing of enemys part) which means the unit has to be armed with pistol sized weapons or their accuracy suffers a lot with a 2 handed one. As the alien player if i can get one form a dead/unconsious xcommie then i can use it same with all of the earth tech - i think this works on the alien side too but im not sure - may be able to pick up my stuff and use it against me even while not researched but only able to reproduce it after research) - this may need a house rule either banning each side from using the others tech until researched or a general abilty to use whatever you find in the field.
Thats my thoughts atm