Thread View: alt.games.x-com
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Started by Christopher Dudley
Sat, 22 Aug 1998 00:00
X-COM Improvements/Suggestions
Author: Christopher Dudley
Date: Sat, 22 Aug 1998 00:00
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
Author: jmc...
Date: Tue, 25 Aug 1998 00:00
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 -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum
Re: X-COM Improvements/Suggestions
Author: Infinity
Date: Thu, 27 Aug 1998 00:00
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
Author: ki... Joe Schulte
Date: Fri, 25 Sep 1998 00:00
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
Author: Detonate
Date: Sat, 26 Sep 1998 00:00
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
Author: Jakob
Date: Sat, 26 Sep 1998 00:00
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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