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Thread View: alt.games.x-com
6 messages
6 total messages Started by Christopher Dudley Sat, 22 Aug 1998 00:00
X-COM Improvements/Suggestions
#130
Author: Christopher Dudley
Date: Sat, 22 Aug 1998 00:00
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Thank you all for your marvelous suggestions. Some of which the team did not
even think of.  We are hading all of these, and keep them coming.  The new
game will only be what you want if you tell us what you want.  Keep up the
work, your doing great!

    -Chris 'MaddCat' Dudley, Lead Programmer/Project Co-Ordinator
StarBLADE Studios
Re: X-COM Improvements/Suggestions
#132
Author: jmc...
Date: Tue, 25 Aug 1998 00:00
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In article <JLLD1.1219$o%6.2...@news.giganews.com>,
  "Christopher Dudley" <cdu...@mail.inspired-designs.net> wrote:
> Thank you all for your marvelous suggestions. Some of which the team did not
> even think of.  We are hading all of these, and keep them coming.  The new
> game will only be what you want if you tell us what you want.  Keep up the
> work, your doing great!
>
>     -Chris 'MaddCat' Dudley, Lead Programmer/Project Co-Ordinator
> StarBLADE Studios
>
>

If it is not too late, I would like to add some of my own ideas to improve
XCOM. I have played the game since it was first released in 1994. These are
some features I would like to see implemented in a new version:

1. More than 80 storage slots on the Skyranger/Avenger troop transports. 80
slots is barely enough slots to carry an adequate amount of equipment for 14
soldiers and is woefully inadequate for the Avengers 26 soldier capacity.

2. The ability for the game to automatically save enough time units for a snap
shot as well as crouch your soldiers.

3. More realistic soldier stats. XCOM troops are supposed to be the cream of
the crop of the Earth's elite soldiers and their stats should reflect this.
As it stands now, the stats seem to represent any Joe Blow who walked in off
the streets and signed up for XCOM.

4. The ability to arrange the order in which soldiers line up inside the
Skyranger/Avenger transports. This way you have a choice in the way soldiers
exit the transport.

5. Linked ground assault missions like XCOM TFTD.

6. No more  countries signing alien pacts just because a UFO landed in a city
within that country. I would rather have that result happen if you ignored the
UFO landing or were unable to do anything about it.

These are just a few ideas I have about imporving the game. I would also like
to be a beta tester if it is still possible.

James M. Chambers
Houston, Texas

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Re: X-COM Improvements/Suggestions
#133
Author: Infinity
Date: Thu, 27 Aug 1998 00:00
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Personally, I'd like ot see a more realiztic way of handling damage. In
real life, troops wouldn't take X points of damage, they'd have an arm
blown off or something. More complicated to execute, I know, but with
PIIs, I think we have enough power to cope. 
	Along those lines, something like cybernetic parts to fix up troops
who've lost a hand, leg, whatever. If the alien in Apoc. can have
built-in guns, let's give 'em to the human, too. :)
	Finally, a bit more variety psychic-wise. Don't limit them to stunning,
scaring, or taking over minds. Create about twenty-odd powers, and each
psychic can do one or two of them. Pyrokinesis would be an interesting
one to see, as would a TK 'shove' or a telepathic hologram to make
aliens think an XCOM trooper was behind them.

/-\/-\
\-/\-/
Re: X-COM Improvements/Suggestions
#134
Author: ki... Joe Schulte
Date: Fri, 25 Sep 1998 00:00
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Infinity (infi...@wpi.edu) wrote:
: Personally, I'd like ot see a more realiztic way of handling damage. In
: real life, troops wouldn't take X points of damage, they'd have an arm
: blown off or something. More complicated to execute, I know, but with
: PIIs, I think we have enough power to cope. 
: 	Along those lines, something like cybernetic parts to fix up troops
: who've lost a hand, leg, whatever. If the alien in Apoc. can have
: built-in guns, let's give 'em to the human, too. :)
: 	Finally, a bit more variety psychic-wise. Don't limit them to stunning,
: scaring, or taking over minds. Create about twenty-odd powers, and each
: psychic can do one or two of them. Pyrokinesis would be an interesting
: one to see, as would a TK 'shove' or a telepathic hologram to make
: aliens think an XCOM trooper was behind them.

Personally, I would be happy if X-Com had no access to psychics
whatsoever. 

The whole daisychain effect of
"possess-runalientofindhisfriends-possess-possess" wasn't a whole lot of
fun.

Also, some rudimentary hand-to-hand combat would be nice. Even if it's
just to punch a damned civvie so he'll get out of the way.
Re: X-COM Improvements/Suggestions
#135
Author: Detonate
Date: Sat, 26 Sep 1998 00:00
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Joe Schulte wrote...

>Personally, I would be happy if X-Com had no access to psychics
>whatsoever.
>
>The whole daisychain effect of
>"possess-runalientofindhisfriends-possess-possess" wasn't a whole lot of
>fun.


I have to agree on this point - I was unhappy with MC control, as it
effectively made the game prematurely completed once you had 4 or so nauts
with an SWS to do the recon and use the disruptor on the aliens

>Also, some rudimentary hand-to-hand combat would be nice. Even if it's
>just to punch a damned civvie so he'll get out of the way.


LOL - I like the idea of punching civvies - they could be such a pain by
getting in the way, especially stairs or doorways!  I tend to just zap them
with a Thermal Tazer nowadays and worry about them being mad afterwards.
It's not as if they have any weapons to harm you, they probably just chase
your troops around using harsh language :-)

Detonate
Re: X-COM Improvements/Suggestions
#136
Author: Jakob
Date: Sat, 26 Sep 1998 00:00
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Joe Schulte wrote in message <6ugrvt$2...@newsops.execpc.com>...
>Infinity (infi...@wpi.edu) wrote:
>: Personally, I'd like ot see a more realiztic way of handling damage. In
>: real life, troops wouldn't take X points of damage, they'd have an arm
>: blown off or something. More complicated to execute, I know, but with
>: PIIs, I think we have enough power to cope.
>: Along those lines, something like cybernetic parts to fix up troops
>: who've lost a hand, leg, whatever. If the alien in Apoc. can have
>: built-in guns, let's give 'em to the human, too. :)
>: Finally, a bit more variety psychic-wise. Don't limit them to stunning,
>: scaring, or taking over minds. Create about twenty-odd powers, and each
>: psychic can do one or two of them. Pyrokinesis would be an interesting
>: one to see, as would a TK 'shove' or a telepathic hologram to make
>: aliens think an XCOM trooper was behind them.
>
>Personally, I would be happy if X-Com had no access to psychics
>whatsoever.
>
>The whole daisychain effect of
>"possess-runalientofindhisfriends-possess-possess" wasn't a whole lot of
>fun.
>
>Also, some rudimentary hand-to-hand combat would be nice. Even if it's
>just to punch a damned civvie so he'll get out of the way.
>

Apoc removed the problem of the psychic daisychain by requiring that the
psychic be able to see his target(s). I noticed that in the *manual* for
UFO, there is a picture of a soldier with his attack window popped up. If
you look closely, there is a *hit* command along with the Aimed, Single, and
Auto shots, as if it was implemented originally and then removed.
I suppose this was done so that stun rods would have a point.
As for cybernetics, I have already discussed my views on those in previous
posts. I think it's a great idea. Perhaps the system could be similar to
Syndicate, so that you could replace certain body parts with enhancements.

I like the psychic powers idea, but it would be very easy to have XCOM
become a psychic only game with this much emphasis.

-Jakob
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