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7 total messages Started by Detonate Fri, 28 Aug 1998 00:00
XCOM - THE REMAKE. A wish list...
#177
Author: Detonate
Date: Fri, 28 Aug 1998 00:00
121 lines
7193 bytes
Off the top of my head, in no particular order;

1. In view of the cult around the XCOM game, some cinematic cut scenes and
an intro would seem to be required, a la C&C, as the game develops, so we
see more details of both XCOM and alien activities.  News reports would be a
neat twist on this, from different news channels from around the world -
CNN, BBC etc, as well as the obligatory XCOM problems with the bureaucrats
trying to cut their budgets, reviews of alien autopsies and technological
advances.  The UN/World Council monitoring should be shown, just to put the
dramatic pressure on the players [C&C overtones, I know, but it would fit
with the storyline, IMO].  No doubt you are familiar with the interest of
XCOM, as well as the many fan stories which sprung up on various websites.
It would be useful to perhaps consider integrating the story element into
the cinematic and cut scenes.
 Also, another thing I would like to see, in some shape or form, which was
superb from C&C was the GDI interface - that woman's voice and the graphics
were classic.  We need an XCOM equivalent!  A decent UFOpedia, in fact!

2. Most, if not all missions for XCOM were basic bug hunts, with a few
exceptions, which could be repetitive.  In this respect, it would be good to
see some specific missions, to add interest to the game and enhance the
story and what the aliens are up to;

*  Human collaborators, hostages and experiment victims - neutralise, rescue
&/or retrieval.
*  Escort duties [either onboard civilian or commercial traffic - terror
missions from TFTD, for example].
*  Wayward military experiments on captured aliens which get loose on secure
sites - overtones of aliens, pick any of the films....
*  Sensitive sites - Human and alien, which need to be protected or
harassed.
*  Rogue XCOM squads, taking the law into their own hands, or civilians, or
alien collaborators, after all, some of the aliens were formerly human; if
their humanity could resist the implants, they could try to get away from
the aliens....

3. Some multiple branching of the plot, or a non linear approach to the
completion of the game - if XCOM begins to swing the balance in their
favour, then countries should add more input either directly, or indirectly,
especially through the selling of researched alien equipment by XCOM.

4. A mission builder, or editor... please

5. Some decent updates to the display and scenery - Diablo is the one game I
have which has the perfect sized characters and scenery - for my
requirements, anyhow.  If you could produce something about the same size,
that in my opinion, would be perfect.  The scenery, as in XCOM-A should
continue to be deformable.

6. Multiplayer, TB and Email options.  Yes, the toughies!  From my
perspective, battle.net wins hands down over all the other rivals - an XCOM
equivalent, please.  Not being an RTS gamer as such, I can forgo this
option, but obviously there are those who require this and maybe if
implemented correctly, this could really enhance the game, but I have to be
convinced.
 As the XCOM universe has such a hard core following, I was thinking about
where multiplayer gaming was going.  UO is the current incarnation of
'dynamic gaming worlds', although from what I can gather, leaves a lot to be
desired.  If it was possible to implement, I would like to see an XCOM
online universe.  The idea is this;

 A multiplayer/email gaming universe, which defines the current parameters
of the XCOM struggle against the aliens.  Both email gamers and multiplayer
gamers register or log their games with the XCOM Nexus, which alters the
gaming universe to accommodate the gamers in both the multiplayer universe
and email universe.  Different zones around the world would be classed as
either Red, Amber or Green zones of activity for alien incursion.  Players
can designate a zone to play in [basically, hard, medium and rookie].  As
games are played and fought out, the outcome of the mission would alter and
affect the universe as a whole.  Registered players would receive updates
via email which would explain in a suitably XCOM style, the current state of
the defenders and aggressors and world at large.  There would also be
'secure' XCOM sites around the world which agents could engage in training
missions - head to head without losing casualties - virtual battles, for
experience, and free from alien attack.
 Players hosting email games could register themselves as hubs, which would
effectively give them a secure site where to train, talk etc, allowing a
focus for upcoming games.
 The outcomes of missions would be specific to zones and geographical
locations, which would be updated at month end, game universe time.  This
would allow some give and take for the various actions taking place in
different areas.  In fact, the Red, Amber & Green zones could be separate
'realities', so to speak, allowing greater freedom for the dynamic aspects
of the XCOM universe.

 I also like the thought of a city under siege, with pockets of resistance
fighting the invaders as an encapsulated game - grim, stark and desperate
XCOM agents trying to hold on, make contact with the outside world and find
survivors in the city, while the aliens march through the streets.  Kinda
like XCOM resistance - Hey!  XCOM - RESISTANCE, what a game title ;-)

 Turn based speaks for itself, I can't think of anything to add, other than
make it upto date with today's standards.

7. Rotational maps, or at the least, being able to see agents behind walls
and scenery.

8. Maybe some mission vehicles... although I doubt this would be workable.

9. Character tweaking - stats, colours of uniforms, insignia [I LIKE that
idea!], etc.

10. Give the game a more gritty, down to earth feel, not like XCOM-A...
anything but that again, please!

11. Land, sea, and spacestation missions, for variety.  As well as those
nifty terror sites on cruise liners and cargo ships...

12. Pysonics were too much of an oddity for my liking.  TFTD was made easy
when troops could stay aboard their carrier and just mindblast aliens from a
distance, while XCOM-A had a trooper wasted while messing with LOS trying to
control aliens.  I didn't feel it added much to the game, other than make it
iffy.

13. While aerial and underwater interception were necessary for the
originals, I dunno if they can be enhanced for a remake, other than
beginning to look like XCOM interceptor...  I have no preference until
further ideas are put forward.


**  Wishlist ends  **
Re: XCOM - THE REMAKE. A wish list...
#178
Author: Solice
Date: Sat, 29 Aug 1998 00:00
169 lines
8983 bytes
Detonate wrote:

> 1. In view of the cult around the XCOM game, some cinematic cut scenes and
> an intro would seem to be required, a la C&C, as the game develops, so we
> see more details of both XCOM and alien activities.  News reports would be a
> neat twist on this, from different news channels from around the world -
> CNN, BBC etc, as well as the obligatory XCOM problems with the bureaucrats
> trying to cut their budgets, reviews of alien autopsies and technological
> advances.

I like this idea, but this could be seen as too close a copy of C&C.
Idea: Maybe the possibility of, during the game, Alien influence of some
of those international media.  This would make the game even harder if this was
used as against the XCOM Agency.  Maybe the use of a campaign strategies against

each other, to win over the public and governments.
Using diplomatic agents like in Star Wars: Rebellion.

>  The UN/World Council monitoring should be shown, just to put the
> dramatic pressure on the players [C&C overtones, I know, but it would fit
> with the storyline, IMO].  No doubt you are familiar with the interest of
> XCOM, as well as the many fan stories which sprung up on various websites.
> It would be useful to perhaps consider integrating the story element into
> the cinematic and cut scenes.

Although the intro's to the earlier games weren't all that bad.
I liked the intro on UFO best.  Mini Gun City!

>  Also, another thing I would like to see, in some shape or form, which was
> superb from C&C was the GDI interface - that woman's voice and the graphics
> were classic.  We need an XCOM equivalent!  A decent UFOpedia, in fact!

C&C: Red Alert  is not the same with out the woman's voice.
So if they do use an interface like that,Lets keep it consistent through out the
next XCOM's games.

> 2. Most, if not all missions for XCOM were basic bug hunts, with a few
> exceptions, which could be repetitive.  In this respect, it would be good to
> see some specific missions, to add interest to the game and enhance the
> story and what the aliens are up to......

Not a bad idea, but I thought, what made UFO the Cult game it is, is the "keep
ya guessing"part of the game.
Because you never knew where the Aliens would pop-up next.
Do you want this feature of the game removed?  Wouldn't it handicap the game?

> 3. Some multiple branching of the plot, or a non linear approach to the
> completion of the game - if XCOM begins to swing the balance in their
> favour, then countries should add more input either directly, or indirectly,
> especially through the selling of researched alien equipment by XCOM.

Idea: Maybe the use of Smuggliers or agents with in those countries, stealing
that
equipment or information for ya.

> 4. A mission builder, or editor... please

Not sure on this.....

> 5. Some decent updates to the display and scenery - Diablo is the one game I
> have which has the perfect sized characters and scenery - for my
> requirements, anyhow.  If you could produce something about the same size,
> that in my opinion, would be perfect.  The scenery, as in XCOM-A should
> continue to be deformable.

Like this.  Maybe the possablity of using the old aliens from UFO.  Those flying
disks
were a bitch.  Ya standing too close to the thing when ya shoot it and....BANG!
no more
Troops.  No more buildings....No more anything... really!

> 6. Multiplayer, TB and Email options.  Yes, the toughies!  From my
> perspective, battle.net wins hands down over all the other rivals - an XCOM
> equivalent, please.  Not being an RTS gamer as such, I can forgo this
> option, but obviously there are those who require this and maybe if
> implemented correctly, this could really enhance the game, but I have to be
> convinced.
>  As the XCOM universe has such a hard core following, I was thinking about
> where multiplayer gaming was going.  UO is the current incarnation of
> 'dynamic gaming worlds', although from what I can gather, leaves a lot to be
> desired.  If it was possible to implement, I would like to see an XCOM
> online universe.  The idea is this;
>
>  A multiplayer/email gaming universe, which defines the current parameters
> of the XCOM struggle against the aliens.  Both email gamers and multiplayer
> gamers register or log their games with the XCOM Nexus, which alters the
> gaming universe to accommodate the gamers in both the multiplayer universe
> and email universe.  Different zones around the world would be classed as
> either Red, Amber or Green zones of activity for alien incursion.  Players
> can designate a zone to play in [basically, hard, medium and rookie].  As
> games are played and fought out, the outcome of the mission would alter and
> affect the universe as a whole.  Registered players would receive updates
> via email which would explain in a suitably XCOM style, the current state of
> the defenders and aggressors and world at large.  There would also be
> 'secure' XCOM sites around the world which agents could engage in training
> missions - head to head without losing casualties - virtual battles, for
> experience, and free from alien attack.
>  Players hosting email games could register themselves as hubs, which would
> effectively give them a secure site where to train, talk etc, allowing a
> focus for upcoming games.
>  The outcomes of missions would be specific to zones and geographical
> locations, which would be updated at month end, game universe time.  This
> would allow some give and take for the various actions taking place in
> different areas.  In fact, the Red, Amber & Green zones could be separate
> 'realities', so to speak, allowing greater freedom for the dynamic aspects
> of the XCOM universe.
>
>  I also like the thought of a city under siege, with pockets of resistance
> fighting the invaders as an encapsulated game - grim, stark and desperate
> XCOM agents trying to hold on, make contact with the outside world and find
> survivors in the city, while the aliens march through the streets.  Kinda
> like XCOM resistance - Hey!  XCOM - RESISTANCE, what a game title ;-)
>
>  Turn based speaks for itself, I can't think of anything to add, other than
> make it upto date with today's standards.

Yes.  I to liked using Turn Based controls of the game.  The Real Time Sims are
just
too hard to control and as one of our fellow discussers said...you have more
options using
TB then RTS.

The Internet idea would a cool feature to the game,  having a virtual base here
in
New Zealand could be difficult, as theres not much land to watch over.  but it
would be good in
the case of access to the Pacific Ocean & Antartica, mainly for possible
undersea battles, I guess.

> 7. Rotational maps.....
> 8. Maybe some mission vehicles...
> 9. Character tweaking...
> 10. Give the game a more gritty, down to earth feel....

Like all these ideas.

> 11. Land, sea, and spacestation missions, for variety.  As well as those
> nifty terror sites on cruise liners and cargo ships...

Man, I found those Cruise and cargo ships a bitch.....
Once it took me like over 4 hours trying to find one F#@ken Alien using a
transport full of troops.

> 12. Pysonics were too much of an oddity for my liking.  TFTD was made easy
> when troops could stay aboard their carrier and just mindblast aliens from a
> distance, while XCOM-A had a trooper wasted while messing with LOS trying to
> control aliens.  I didn't feel it added much to the game, other than make it
> iffy.

No. I disagree with this.  The use of pysonics against the Aliens was a
important part of the game.How else could you counter the mind attacks from the
Aliens.

> 13. While aerial and underwater interception were necessary for the
> originals, I dunno if they can be enhanced for a remake, other than
> beginning to look like XCOM interceptor...  I have no preference until
> further ideas are put forward.
>
> **  Wishlist ends  **

One Point that you have seemed to forgotten is that of the Aliens.What about
being the Aliens for a change?
I would relish the chance to be on the Alien side, Trying to take control of
Earth and its surrounding planets.
Developing new technologies from earthside research and avalible materials.
Capturing XCom Agents and
turning them to the Alien side. Using Alien Influenced governments to pressure
other countries.
Oooohhh....Imagine Terror Campaigns.....from the Aliens Side!......OWCH!
Re: XCOM - THE REMAKE. A wish list...
#179
Author: Detonate
Date: Sat, 29 Aug 1998 00:00
129 lines
8449 bytes
Solice wrote....

<Big snip on issues>

    As I see it, almost any game which has a 'strategic' element to it
incorporates cut scenes and cinematic, so it would be a case following the
trend.  It would just accommodate the XCOM myth.
    Subversion by the aliens, as well as bureaucrats meddling in a subject
they have no idea about would be interesting - heck, anything which develops
the XCOM universe would be excellent, if done in an intelligent and well
thought out way.  I keep thinking of the X-Files when discussing these cut
scenes - the half seen plots and developments, dialogue heavy with implied
greater machinations....
    XCOM struggles to combat not only the alien menance, but the
indifference of the world governments and bureaucrats, which could, and IMO
should be emphasised more dramatically.  There were some decent stories
which fans wrote back in the days when you could find a decent XCOM website.
_If_ this remake project is genuine, it would be interesting to see if there
could be some kind of democratic system to allow the fans to dictate the
flow of the new game and its background stories and plots.

    I found the anime style of the original... interesting, although not
necessarily adding anything to the game.  I found the original didn't really
do anything for me - I've never completed a single mission.  I only have the
floppy versions of UFO and TFTD, so I can't say how the animated intro of
TFTD looks.  Anyway, IMO, I feel the best way to reflect the XCOM universe
is to avoid the 'cartoony' style altogether and get down the the gritty
struggle of battle and show a more 'realistic' attitude to the XCOM
universe, which, I would hope, endear the players more, as it reflects the
world as we know it in a true way. In as far as it is possible, of course.
    Just to deviate, Aliens, the movie with the introduction of the marines
was IMO the best of the follow ups to the original film.  The gritty realism
made for endearing characters, plot etc etc.  That kind of realism would
work well in the XCOM universe and the cinematics, IMHO.


    Yeah, the GDI interface was and is classic - I have yet to see it
bettered.  The UFOpedia, graphs and funding charts could be combined into an
animated interface, with the ability to chart possible alien sites manually,
based on activity.  Actually, the globe should be the fundamental interface
with various overlays describing activity and hot spots.  Using the charts
was useful, but I never really used them when I first got the game!  I would
like to see the analysis show up on the globe as well as implementing the
charts.
    And you are absolutely right in keeping a consistent approach the XCOM!


    As for the 'Keep you guessing' element of the game and it's removal - no
way, I didn't mean it, if that's how it came across.  Ultimately, the bug
hunts were the stable income of XCOM, so they are obviously where the main
action will lie.  However, primary and secondary priorities could be listed
in missions, depending on its requirements.  Getting the Lobsterman
commander/Navigator, or trying to collect a live specimen of each race and
rank would be worth considering.  After all, this were objectives, just not
really outlined, more a case of found out as you played.
    As an aside, it would or may be interesting to see a bit of XCOM dirty
work - justified naturally by circumstances.  Rescuing hostages, or
experiment subjects... risking inflitration - no way!  Or how about dealing
with possible politicians, or countries which side with the aliens - as in
XCOM-A.  Diplomacy and public relations take priority here and may be worth
discussing?


    Can't comment on the original aliens in UFO, but I know people did like
the 'big black things with claws'!?  Personally, the Greys should stay,
other than original creatures I dunno.  I personally liked the Deep Ones in
TFTD, although they were limited by lack of weapon carrying abilities.
Lobstermen were a bitch, but graphically, I don't think I'm too fussed about
keeping any of the original aliens from TFTD.  Some cameo appearances may be
nice though!
    I think with the current tech levels we have for gaming, we could see
some interesting new species, hopefully.  Also, the look obvious inspires
our feelings toward the creature - if it looks menacing, then you come to
know how bad things could get when dealing with it.  XCOM-A took the
credibilty out of the alien threat by making them look laughable.

    The use of 'virtual bases' was meant as a focus for players, not
neccessarily linked to your own physical geographical location.  Europe,
Asia, Soviet and US bases would occomodate anyone, for example.  The idea
would be to give a) gamers some 'home turf' to protect, and b) allow the use
of virtual bases to allow players to chat etc, much in the same way as
battle.net does, but with the added bonus of allowing multiplayer games,
either co-op or against one another in a virtual battle field, not against
real foes [although this would still be available].  Think of them as
training bases as well as regular XCOM bases.  They could display hot spots
for the area they cover.  Hmm.... as another though on these bases, maybe it
would be possible to upgrade them through completed missions and objectives,
much as in game.  I know this could be abused by gamers using multiple
characters, but with decent registration, this could be worked out....
possibly?

Terror missions can and still are a real pain, but in the best possible way,
IMHO.  I recently played a terror mission on a cargo ship, early in the
game, with no psi defense capabilities.  On the deck of the cargo ships are
boxes and barrels where either aliens or civilains like to hide.  Well, I
threw a sonic pulser in between to deal with any possible surprises, but
also found a Tasoth with a Thermal Shock Launcher [TSL], standing down by
the ladder to the next level.  I tried about a dozen times to get that
bastard, and every time he wiped out my entire crew... I gave up and went
back to a previous game in the end.  But it was difficult to justify going
back to another previous game, but also to allow that SOB to take me down.
It was a hard choice, as I had been playing without going back to save
killed agents - this incident left a bitter taste in my mouth - it was a no
win scenario, which I didn't like dealing with, especially since my losses
were minimal up until that time.
    Lower decks are fun, especially the kitchen on the cruise liner!
Obviously, if you get those bloody Bio-Drones, then big shit is gonna
happen!  I found the tend to explode at times, even with a TSL taking them
down.


    Pysonics are just personal preferences.  I would not personally mind if
this feature was removed from the game, but that's just how I feel about it.
TFTD became too easy when Disruptor Launchers and MC Disruptors are
available.  Just send out the SWS and have a look for any aliens then zap
them with the mind control troops.  I guess at this stage though, that the
psi factor has become a part of the XCOM world, so looks likely to stay.


    Playing the part of the aliens would, IMHO, take away some of the
mystery surrounding their abilities.  After awhile, if it was possible to
play aliens, people would just know how to deal with them and either avoid
or walk over them - for now, it takes time and experience with knowing how
best to deal with certain species.  It would take away something for me.  I
can see the possibility of abuse of this feature, as is human nature to do
so, which would really spoil some of the XCOM myth.  But then again, I could
be wrong.

Detonate
Re: XCOM - THE REMAKE. A wish list...
#181
Author: Detonate
Date: Sun, 30 Aug 1998 00:00
61 lines
4114 bytes
My snip's bigger than your snip!

    I agree with your point about X-Files plots & themes being too
complicated, but I think we both understand what we are trying to say.  Dark
Skies was okay, if somewhat corny, but yeah, the plot was less 'invloved' so
would suit the XCOM universe pretty well.

    Ultimately, the XCOM universe has lacked that certain something in each
game, which has become more diluted as the additional releases have shown.
Interceptor and the first person shooter being developed hold no interest
for me at all, irrespective of the XCOM tie in.  These are more like cashing
in on the XCOM title much the same way as Paramount cash in on the Star Trek
universe.

    I think we, the gamers, are long overdue an XCOM game which will appeal
to both us die hard fans and those who are not familiar with it - although
I'm pretty sure most gamers are familiar with XCOM by now, whatever format
or game you take, so I do not think there would be much danger of
considering it a 'rehash' of the original.

    I also believe MPS or the developers who take on the remake project now
have the benefit of hindsight [hopefully] and have began to take notice of
what _we_ want, not what some money grabbing executive thinks we need.  With
Interceptor and the other XCOM title in development may appeal to some
gamers, but for me at least, the TB originals had what I wanted from a
game - a decent story, good design for the times and continually held my
interest sufficiently to _want_ to keep playing over the past three years.
Commando's is about the only game I have purchased recently which comes
remotely close to sustaining my interest to the level which TFTD keeps me
coming back to.

    As for the Multiplayer aspect and the XCOM network.  Your idea's for
meeting up with other troops/players in hot spots is a good idea, although I
dunno how this would be implemented - it would need to be real time in this
respect, no?
    This is what I meant by having a city under siege with XCOM troops
trying to survive/kill all the aliens in a given time - this would allow the
RTS side to be feasable, but limit the game time, which I reckon would be a
better way to do things - of course this is off the top of my head, so I'm
open to debate!
    I still want to push the aspect of a email kind of game as well, where
players could send into a host and await the next installment - No more
going back to a previous saved game now buddy - its shit or bust!  Hehehe,
now we'll see how good we really are!
    But yeah, more troops in a hot spot, the more aliens.... sound like
absolute carnage!  Excellent :-)


Psi abilities....  Interesting.  Opening doors by mind control, or for that
matter, how about mind blasting buildings, so they collapse on that damned
alien who'se dug in and picking off your troopers from that vantage point [I
just had another terror mission go that way - I lost a damned good trooper
to a Bio-Drone earlier, the SOB!]

    If playing the aliens were included, how about working through the
species, with objectives being met before progression onto the next breed?
This would allow some interest to be maintained in the long run, or bore the
pants off everyone, depending on how it was done.  Personally, I am against
it, but that's just me.

Detonate
Re: XCOM - THE REMAKE. A wish list...
#180
Author: Solice
Date: Mon, 31 Aug 1998 00:00
112 lines
6130 bytes

Detonate wrote:

> Solice wrote....
>
> <Big snip on issues>
>

Detonate wrote:
<< Bigger snip on issues. >>

On your idea of a possible X-Files kind of feel.  Now, that would make the game
a lot darker and moodier.
(Which I Like.) But X-Files kind of themes, are notorious for complicated story
lines and subtle hints.
More based toward conspiracy theories. You miss the details, you miss the point
of the story or possibly even the game.
That's why this game will need to be a little less complicated and more "Dark
Skies". (If you have every watched it.)
Where everyone (of worth) knows and have had dealings with aliens before.

Because, ultimately, this game will need to appeal to those who haven't played
an XCOM game.  Not just for us.
We XCOM followers know what the game "feels" like, but we need it more appealing
to the greater audience,
so we do not have a repeat of the regurgitated and prosthetic additions to the
XCOM Series.
To be frank, (not george, sorry dry joke.) the more appeal for the game, more
money for the MPS,
more development, newer series, MORE XCOM!  And we want more XCOM...Don't we
kiddies?!

I agree that we must have, in this next version, a more 'realistic' attitude in
the game and how its setup.
But I just found the intro to UFO more...... satisfying, just for the simple
fact of the images of 'Ventilating' a few Muton Soldiers.
I can't tell you how many times I have shot at a number of Muton's with plasma
Rifles using Auto and Aimed and
some of the pricks just would not Fall! (LoL)

On your idea of the UFOpedia, graphs and Charts.  I too hardly ever used them,
only in the case of specifications
on weapons and crafts.  I found that they weren't that accessible or helpful,
sometimes.
Having a more interactive interface in those areas of the game, would improve
the game play and understanding of
your current position though out the game.I must admit that I haven't played
X-COM-A that much.  I grab the first demo when it came out, and played that to
death.But I have only recently acquired the full copy, and are still find out
some of the smaller features of the game.
But what I have seen so far has not impressed me.  Straight off, what I was not
impressed by, was the use of
a DOS start up.  (Or is that just with my copy I have.)  Surely with so many
using Win 95, they would have accommodated for that.
(Yes, I know you can run it on 95, but it would have been nice to have the
install and setups for it 95 friendly.)

On your idea of objectives with in missions/ bug hunts, in a round about way the
first two games did have vague objectives set down by scientists.
Mainly just for capturing UFO Commanders for information on the alien main
base.  But established objectives to bug hunts would increase
the excitement of the game. (To say the least.)

Public relations and Diplomacy were only ideas I just wanted to put forward and
are not really necessary for the game.
If ya think it would complicate matters.The Crystalids (Black 'Armored' guys
with claws) did have a fearsome appearance, but not as fearsome as what they
could do.
One touch from them and you had its Alien 'eggs' within.  It was only a matter
of TB time before your soldier became a zombie and then a Crystalid.
They are well armored and have nearly the same amount of Time Units as one of
your soldiers.
So if you see one and ya haven't killed it, Its too late.  We NEED this bad guy
in the next series. If there is a next series.On the 'Virtual Bases' thing, I
only meant it jokingly and mostly as a example of what my area of the world
could be a sector of.I know you meant that a player could choose any situation
and location.  I just wanted to refer to my location and possible ideas.

Just a thought on the multi-player, well a vision, really.  Imagine taking your
troops to a hot spot created by a XCOM Network,
and while your bug hunting your way thought a small town or large city, you come
across the landing of another transport of troops
from a different branch of XCOM.  This of course would be a fellow XCOM player,
and of course the hot spots occupants
and resident bugs double in amount on the new troops arrival.  Ohh... the fun we
could have!

On the use of Psi-amps, these could be changed, So that you could continue to
use the Panic feature, while removing the Mind control feature.
Maybe include new features like.....

(Have you ever hear of the term "Brainstorming"?  Its a business method which I
was told about, in which a group describe possible solutions to a problem.
The solutions can be as abstract as you like, or as stupid as you like and you
can make fun at them or just ignore them, until ya find (sometimes) an
interesting solution that you would never have come up with, to solve that
problem.  I'm going to 'brainstorm' on possible ideas for this game, I encourage
you and others to also.)

....Telekinesis of materials in the game.  Opening doors in the case of an
occupied buildings.  Maybe the use of the most trained Psi troops to act as
possible trackers in battle or at home base. (like, prediction of possible
terror sites and alien attacks on the base.)  etc.....

I see your point of view, in the case of there being a playable Alien force.
That would inhibit some of the mystery around the Alien threat.  But as I said
before.. its only a possible idea.  I've been playing many a game that have no
mysterious groups in, and you do find after a while, it gets boring when ya
know, from experience, what the other side can do.

Solice
Re: XCOM - THE REMAKE. A wish list...
#182
Author: Solice
Date: Tue, 01 Sep 1998 00:00
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Here's my Snip and I raise ya 2 Snips!  Raise or Call!

I also agree on your suggestion of them cashing in on the XCOM series. Any
tackier and we'll have coffee mugs and beer coasters with the XCOM logos on.

I haven't actually played that Commando game, but have seen the promo's for it.
Looks pretty interesting.  But give me the XCOM originals anyday.

Real time for the the Network game would make it easier for the programmers, but
we're not the programmers, so lets make it difficult for them.  Hehehe.
Turn Based gaming has always been the way with XCOM, I can't really see any
problems with the network allocating a sequance for the new player to step in to
the game.  They would have to wait for Alien to make his move, but i don't see
why both players can't move their troops around at the same time.

We may need a form of communication, between the players but.  Audio
communication between the players would be cool, but might take up a bit of
Bandwidth during each movement.

Yea, a time limit on a RTS version would make it more exciting and difficult.
More troops. More Aliens.  A Blood Bath!! : )Mind Blasting a building....well,
I'm not sure on that.  But I also thought of another PSI option.  A form of
stopping a alien in its tracks, freezeing it. just for the duration of a turn.
This would allow you to get into a better position, during that turn.  Maybe if
a PSI Soldier had time units left, and an alien comes in to view during their
movement, the Soldier could use what units he has to freeze the alien from
shooting him.  Just an idea.

When playing the aliens, maybe they would slowly alter their appearance during
the game.  Becomeing more and more Human!  That would scare the shit out of me.
At the end of the game you wouldn't know who where the aliens and who were the
good guys.  Imagine that situation in a Terror mission.  Dam that would be hard!

Solice
Re: THE REMAKE. ... LONG POST, sorry!
#183
Author: Detonate
Date: Wed, 02 Sep 1998 00:00
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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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