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More UFO less UFO crash missions

Discussion in 'Game Mods' started by Grimagor, Dec 10, 2014.

  1. Grimagor

    Grimagor Registered

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    Hi,

    One of the fact that really "Annoy" me are the amount of UFO crash missions, "thanks" to knowing the exactly location of the dimensional gates, is very easy hunt the UFO so the game spawn a lot of UFO, normally this end in a lot of UFO crash missions.
    But... what will happen if the "escorts" UFO (normally fast attack ship) were more in number but weaker and don't leave UFO crash (like UFO 1 and 2). This idea was inspired in Xenonauts, were some UFO have an escort of one or two fighters (who have three tiers), so you can made UFO crahs missions more intense (because the Vanilla version are very lame IMO, always the same numbers of aliens and few surprises) but giving more fight in aerial combat.

    This is a raw idea and obviously it has lot of things to expand.
     
  2. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    Well, if you don't want to storm a UFO, you can just let it decompose. :)

    I certainly wouldn't like to see self-destructible alien ships, since it's gamey and a little hard to believe.

    But giving them on-board fighters... With a kamikaze attack option... Hmmm... :)
     
  3. Grimagor

    Grimagor Registered

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    There are enough loot to ignore them :-\
    Is seems logical if the aliens try to destroy their ship to protect the tecnology, but they can run and "invade" a building too :-\
    But I would prefer less UFO crash missions but more extended and Sky fight more harder
     
  4. bobucles

    bobucles Registered

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    All of the early XCOM games had an insane number of missions to contend with. Trimming the mission count down to EU levels is a massive undertaking and would probably break many aspects of how the city works at least. Lowering the number of "manned" UFOs is one way to reduce mission bloat. But the combat maps are already there so why take them out?

    Attack craft will ignore attack orders on crashed UFOs. Openapoc could allow players to force attack the UFOs and finish them off. Another option is to lower the "crashing" HP threshold so that more UFOs can explode in the air.

    More UFOs will have an inherent trait of reducing the number of crashes that happen. This may sound counter intuitive, but when a concentrated enemy force starts killing your stuff there's no value in sticking around!
     
  5. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    These both. So much!
     
  6. Grimagor

    Grimagor Registered

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    One of the "problems" is when you can handle every wave of UFO (thanks to the hoverbike swarm) you only have to worry on Crash Missions.
    In EU (the first one) controlling all the map is though, you need Hiperwave beacon AND a tow or three bases AND plasma cannon (but you cna't fight a Battleship without any firestorm) so you need at least two months, the same with TFTD (and is more difficult with the deep limit). But in Apoc you can stop every UFO wave since the first one! (in my last game in superhuman I only play two infiltration missions, the first one and one that I left a UFO doing to start capturing alive aliens). You can control ALL the city and this is awesome but I would like another kind of obstacle because you can fight almost half of the UFOs only with hoverbikes and you can't miss any UFO (But fortunatelly, the factions system give another "menace" to track and I really love it).
     
  7. bobucles

    bobucles Registered

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    It's easy to blame hoverbikes, but really XCOM can flatten the alien air force no matter what you choose for attack craft. I've already mentioned elsewhere that there are a half dozen things to try for improving air battles. Many of them will naturally nerf Hoverbikes and bring more challenge to the game without ever changing a single stat block.
     
  8. Grimagor

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    Obviously the true problem isn't the hoverbike (but is more easy blame them for everything ;D ), one of the big problems are that you have total control of what happen in every square of megaprimus. That give us two options:
    - Alien infection easy to detect and a faster progresion (the one that use this game)
    - Alien infection dificult to detect but have a slow progresion (as the other X-com's games)

    What do you think?
     
  9. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    Obviously, alien craft missions is the choke point for the invaders. If they had the ability to establish some sort of hidden bases, where they would breed undisturbed until found and organize ground missions from there, things would different.

    An already mentioned idea, I don't remember whose, would be to allow alien buildings to grow in Mega Primus under certain conditions. And another idea, by Bobucles, was to have an underground system of sewers and tunnels, where only ground vehicles would go. Both would be good partners to this proposal.
     
  10. bobucles

    bobucles Registered

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    It would be good for the aliens to establish their own incubators, but they already kind of do that with the eggs and chrysallis stuff. The alien life cycle DOES happen in Megaprimus, but the mechanics of this behavior are unknown. Only the UFOpaedia has the details. All I know is that aliens mutate, grow old and eventually die after a few days. Destroying those eggs is super important because each egg provides a lot of long term infiltration.

    XCOM has complete city dominance because three factors are highly exploitable in Apoc:
    1) You can go anywhere without permission.
    2) Searching attempts happen instantly and have a 100% success rate.
    3) If you were right all along there is no relations penalty.

    Changing corporate mechanics will help place pressure on XCOM if they choose to search everywhere and do everything. Providing a "search time" will slow down XCOM's ability to scour the city pure in literally the first day of the game. New zones would be cool, but are a massive undertaking no matter what. Growing alien buildings might be cool, but don't forget that the dimension of Megaprimus is still totally hostile to alien life. They want to conquer humanity because alien life forms quickly die in the city.
     
  11. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    Yes, but it's relatively small-scale. I meant bases that cannot be routinely found and that can last for weeks, quietly producing alien forces and later starting to affect nearby buildings. Obviously, alien-controlled organizations would provide help.

    Very true.

    Simple, yet effective.

    The Earth as a whole, yes, but underground structures could maintain alien-friendly environment. Perhaps through some fancy biological membranes.
     
  12. bobucles

    bobucles Registered

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    How so? There is no guarantee that earth's underground is in any way compatible with the chemistry present in the alien dimension. In fact it's a guaranteed flop, because the alien dimension is a hellscape of ruin and lava. Earth's own soil is a completely different type of toxic radioactive hellscape, brought about by the destruction of T'leth.

    The underground does present potential hiding spaces for aliens to fester and deal their damage. But with the current Apoc mechanics (free instant searching with 100% success), it's going to be no more effective than their ability to hide in the city as is.
     
  13. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    Coating the walls with insulating substance and pumping alien air would do the trick, no?
    What matters is it'd be interesting to have in the game, for a number of reasons. Explaining it is important, but it simply can be done.

    And that's the real problem.
     
  14. Grimagor

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    Maybe a way to "avoid" the 100% vigilance can be allowing the dimensional gate to "infect" the neraly structures without any UFO...
     
  15. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    It's a bit oversimplified, because how exactly would aliens get through - with parachutes? :p But I think it'd be acceptable among other simplifications that are already in.
     
  16. Grimagor

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    Small Aliens Pods?
    They only need to throw eggs and brainsuckers and both are small enough ::)
     
  17. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator

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    Brainsuckers maybe, but they wouldn't be able to do much on their own - they can't breed, only brainsuck.

    An egg would be easily found right under the gate, unless it was lucky and landed in some bushes. :)
     
  18. Grimagor

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    Maybe they can be throw far away OR saved by brainsucked people 8)
     
  19. bobucles

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    What if cloaked UFOs were like, actually cloaked? Vanilla XCOM has perfect vision the city no matter what. But if some UFO types needed to be scouted there's a whole new challenge. Aliens could drop in the city without you ever catching them, and maybe without ever knowing they were there. I don't think you could avoid slowing the game down with a message, but even if you know gate activity is up there is no guarantee you can find the UFO in time.

    Apoc could definitely use a higher variety of mission types. For example it completely misses out on terror missions. The aliens continue to waste time with their doomed infiltration goals even near the endgame. You NEVER see the huge aliens inside any buildings, and the aliens never take up missions to simply blow everything up. There is also a large enough alien selection to focus on a few alien types and have a special mission just tailored for that (like mass brainsuckers/micronoids or popper/megaspawn/mass missiles). Lots of stuff to explore here.
     
  20. Grimagor

    Grimagor Registered

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    That's a very good idea :D

    Lots of stuff but lots of oportunities 8)
     

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