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Article #183

Re: THE REMAKE. ... LONG POST, sorry!

#183
From: Detonate
Date: Wed, 02 Sep 1998 00:00
117 lines
5878 bytes
Solice wrote...
    Here's my Snip and I raise ya 2 Snips!  Raise or Call!

Ha! You're bluffing!

I RAISE!!!!!

**Some points, off the top of my head, for the raise....

Other games in which idea's and designs should be, erm, 'benchmarked'

C&C - GDI interface to replace current UFOpedia, funding and graphs screens.

Diablo - Best use of characters and backgrounds, as well as a
decent set of sound effects.  And, of course, the Battle.net server.

Commando's - As with Diablo, excellent use of characters and background.

Breach & Rules of Engagement - Interlocking gaming system - XCOM
style...[The possibility of an editor or the multi/email player game would
suit this fine, to add missions to the normal single player game, if viable]

XCOM-A - Some interesting weapons - boomaroids, for example.  As well as
some valid improvements on the originals

**Add this to top up the pot, so to speak

Additional enhancements

Some principle characters for XCOM, or other agencies/governments in the
game [organisations as in XCOM-A, which could have leaders].  I.E. in the
TFTD supplemental manual, a certain Jake Gaston [IIRC] made a contribution,
and was later drafted back into  XCOM.

A replay facility, to allow all the turns to be compressed into a continual
turn - pseudo real time replay!  Just for idle curiosity, more than anything
else, from my perspective.  It would be useful to evaluate how troop
movements went, positioning and tactics.

Waypoints, for secondary, or covering squads [or any squad or unit, for that
matter].

 Automatic reloading of weapons, as in XCOM-A.

Opportunity attacks with hand held weapons.  - This wasn't available, if I
remember rightly in TFTD, nor I suspect UFO, although I can't say for Apoc.
If I had a scout with a stun stick, or other HH weapon, I would like to be
able to get my trooper into an ambush position, just in case, and not sit
around thinking about the scenery, or whatever.  Getting wasted while
holding a weapon, but no being able to utilise it is more than annoying!

The possibility to pour funds into getting parts of the base built in a
shorter time, instead of a set amount of days.  Heck, you could hire troops,
scientists, technicians - why not engineers?

A facility which allows continual research, or a research management
routine.  This would allow for primary and secondary bases with scientists
controlled by us and the AI.  The primary would allow us to play with all
the interesting stuff, while the secondary would research the mundane,
conduct interrogations etc.  I.E.  At the beginning of TFTD, the secondary
[AI] controlled scientists could research Med-Kits, Gauss technology and
Particle Disturbance Sensors.  After researching one weapon in the Gauss
research tree, it would move through all the weapons, without buggering
about with setting the scientists to work every single time.
    Also, a priority list of what to research for the AI.  As with the above
example, I could set the AI to research a) Med-Kits, b) PDS, c) Gauss
technology.  And away it goes.

**Back to basics - things in the original TFTD which bugged!

Clipping on alien ships which allowed them to see and shoot my troops, and
sometimes vice versa, when outside a downed alien ship.

Continual need to re-equip my 'nauts before every mission - It would be
useful to set up a 'default' weapon, or kit, for troops, instead of finding
the weakest trooper was carrying seven tons of equipment so he could move at
the start of each mission!

The 'buy before you try' in UFO & TFTD - gone, thankfully in XCOM-A.  We
obviously require this feature removed in favour of the XCOM-A set up.

Troop positioning onboard XCOM vessels for missions - ugh!

Pathing of troops - sometimes this could reduce me to tears, watching my
carefully planned positioning of a trooper go AWOL as he takes the most
difficult and time consuming route possible.  Grrr!


Line of Sight/Unable to Fire - this is another feature which reduces me to
the head-banging-against-wall situation.  Why was this happening?  Area
affect weapons were useful in this instance, but without them, it was
another added infuriating quirk.

The grenade timer didn't work - for me anyway.  How about remote controlled
explosions or fixing the damned timer!



**MULTIPLAYER, ONLINE & EMAIL GAMING ISSUES...

Again, this needs to be chewed out by myself, so I understand what I'm
trying to say, as well as everyone else ;-)

Heck, if the programmers could pull this off, they would become Gods!

    The voice communication would be excellent ingame - could be hilarious
actually, all trying to talk at once, one squad coming under fire - " I'm
hit, I'm hit!", another trying to get a fix on their position, - okay just
think of Apone and his marines in Aliens...  yeah!

    I'll give some more thought about this, it certainly warrants more
in-depth thought and discussion.

Well, Solice, lets see ya!

Detonate
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From: "Detonate" <deto...@detonate.demon.co.uk>
Subject: Re: THE REMAKE.  ... LONG POST, sorry!
Date: 1998/09/02
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