Anyone else here going to put the terrorist wrap on all their soldiers?
pic related
[img]http://i.imgur.com/1p02XbJ.jpg[/img]
[QUOTE=Kartoffel;49547577]
Seriously though guys, if you have any suggestions, anything you want to see added, lay it on me.[/QUOTE]
What about morale?
You can see each soldiers morale as a 0-100% percentage cap. Every time you kill, or missions that you succeed, this raises the morale for each soldier, and every men killed by aliens or friendly fire, missions that go horribly wrong, or failed, lowers their morale, depending on leadership.
Basically, implementing [URL="http://ufopaedia.org/index.php?title=Morale"]this[/URL] from UFO Defense.
Bravery is another stat that I would like to see, since it affects morale.
[editline]16th January 2016[/editline]
[QUOTE=Kartoffel;49547640]As much as I would like to, it would probably be a better idea to record dialogue and stuff like that specifically for this mod.
[editline]16th January 2016[/editline]
I might try to do a fatigue system based on what percentage of action points were expended throughout the mission. So like, if a mission lasts 5 turns, and if a soldier has a maximum of 100 action points, then I would compare total available action points to total expended action points. So like, it could be something like 454/500 action points, and then assign fatigue based on that.
Also, I'm totally going to call one of my soldiers "Frank Fuckup". :v:[/QUOTE]
You can take a look [URL="http://ufopaedia.org/index.php?title=Energy"]here[/URL] and see how XCOM '94 did it.
[QUOTE=Kartoffel;49547700]Any help you can offer would be appreciated. As far as modelling, texturing, and stuff of that nature, I can handle that, worst case scenario. Animation shouldn't be too much of an issue, since for infantry and stuff like that I'll just rig the models to the XCOM infantry biped and that should be that. Armored vehicles will probably have a more or less in engine approach. As far as rough numbers go, do you mean as far as what new units and weapons will be capable of?[/QUOTE]
Rough numbers as in weapon specifications, how much AP will do what, unit/vehicle costs, etc.
With weapon specs I mean like rough damage (minimum and maximum), accuracy, costs (again), etc. Also, since you specifically mentioned it, how much ammo will people have and how much can you boost it by additional items (additional magazines, support drops, so on)
There's a lot of numbers involved, especially with something like Xcom, so having a rough idea from the get-go will help you in the long run.
Also as for suggestions, have you thought about including a basic morale system? Like if your rookie infantry (IE meatshields) get flanked or have heavy losses, they'll go all ham and shit? And then your Commissar would just execute someone and boom instant morale gain. Basically something like what DoW Winter Assault had.
That said, be careful with suggestions. I've seen plenty a mod tear apart because of feature creep. 'Tis a nasty beast.
[QUOTE=E3245;49547760]What about morale?
You can see each soldiers morale as a 0-100% percentage cap. Every time you kill, or missions that you succeed, this raises the morale for each soldier, and every men killed by aliens or friendly fire, missions that go horribly wrong, or failed, lowers their morale, depending on leadership.
Basically, implementing [URL="http://ufopaedia.org/index.php?title=Morale"]this[/URL] from UFO Defense.
Bravery is another stat that I would like to see, since it affects morale.[/QUOTE]
[I]SON OF A BITCH[/I]
[QUOTE=E3245;49547760]What about morale?
You can see each soldiers morale as a 0-100% percentage cap. Every time you kill, or missions that you succeed, this raises the morale for each soldier, and every men killed by aliens or friendly fire, missions that go horribly wrong, or failed, lowers their morale, depending on leadership.
Basically, implementing [URL="http://ufopaedia.org/index.php?title=Morale"]this[/URL] from UFO Defense.
Bravery is another stat that I would like to see, since it affects morale.
[editline]16th January 2016[/editline]
You can take a look [URL="http://ufopaedia.org/index.php?title=Energy"]here[/URL] and see how XCOM '94 did it.[/QUOTE]
Ooh, those are nice. I'll definitely consider adding those.
[editline]16th January 2016[/editline]
[QUOTE=I am Error;49547781]Rough numbers as in weapon specifications, how much AP will do what, unit/vehicle costs, etc.
With weapon specs I mean like rough damage (minimum and maximum), accuracy, costs (again), etc. Also, since you specifically mentioned it, how much ammo will people have and how much can you boost it by additional items (additional magazines, support drops, so on)
There's a lot of numbers involved, especially with something like Xcom, so having a rough idea from the get-go will help you in the long run.
Also as for suggestions, have you thought about including a basic morale system? Like if your rookie infantry (IE meatshields) get flanked or have heavy losses, they'll go all ham and shit? And then your Commissar would just execute someone and boom instant morale gain. Basically something like what DoW Winter Assault had.
That said, be careful with suggestions. I've seen plenty a mod tear apart because of feature creep. 'Tis a nasty beast.
[I]SON OF A BITCH[/I][/QUOTE]
After my job interview tomorrow, I'll probably take a stab a roughing a lot of those figures out. There's a lot of stuff I need to get a general feel for because this mod is going to shape up to be pretty massive. A lot of number crunching, guesstimation, and bullshittery that'll probably go out the window once playtesting begins. :v:
Btw feel free to add me on steam so we can discuss this in depth down the road.
[QUOTE=I am Error;49547611]Fatigue could be implemented better though. Just having them Fatigued for straight 5 days after a single mission, no matter how easy or hard it was (so long as they don't take damage) is kind of silly.
I think an advancement on how Xcom 2 does it would be nice. On top of the "Shaken" stuff and so on, the more they're in the field the worse it will get. For example, Guy Guile is on a mission that went smoothly and can just go onto another asap, but will be fatigued if happens within a day or two. On the other hand we'll have Frank Fuckup, whose first mission went like shit. Someone died and he accidentally shot at another Xcom operative. On top of being shaken he'd already be way easier to get fatigue, so if Frank Fuckup is deployed again withint 2 to 3 days, he'll be fatigued longer than Guy Guile would be.
That said, the numbers would have to be adjusted depending on how it'd work, plus I have no idea if that could be done with a mod.[/QUOTE]
This is a great idea.
[editline]16th January 2016[/editline]
Even just like a slowly building debuff/penalty after 2 missions or whatever
How do attacks on the Avenger work? I've got a semi-hefty mod idea for it (which would involve replacing the world map)
My idea for a Xenonauts style world map. Not sure how well it'd fit because I've been avoiding info about XCOM 2 where possible. All I've seen is Welcome to the Avenger and that mission from Gamescom.
[t]http://i.imgur.com/13M8gz4.jpg[/t]
(concept only of course)
The grey ring is the maximum range of radar. Blue ring is the maximum range of whatever missiles have prepped. Within red is the most accurate positioning of radar, but most UFOs can most definitely detect you too.
Air-to-air missiles would semi-hard to get. Small, low-damage, low-range but near undodgeable ones could be loot from missions, while large, long-range ones that could take down supply barges would need to be built (with less resources than what you could loot from said UFO, to ensure profit). Successfully shooting down a UFO basically creates a mission site for a quick buck.
I started with my first [URL="http://i.imgur.com/t9eIZm7.jpg"]complex[/URL] idea and shaved down to this. I was thinking about the Avenger having an upgradeable flight deck, and areas with established resistance would have airbases that lower UFO activity in the vicinity or generate missions sites of shot-down UFOs. Biggest concern would be balancing the economy.
XCOM2 for $40 on g2a, can't pass that up. Really impressed with the work Firaxis put into the game.
[QUOTE=JCDentonUNATCO;49549516]XCOM2 for $40 on g2a, can't pass that up. Really impressed with the work Firaxis put into the game.[/QUOTE]
Just a heads up, the one time I pre-ordered anything on G2A it took them over 9 hours after release to give me the code. Don't know if they've gotten better about it, but according to my friends who use that site a lot, one should never pre-order anything from there
As impressive as the number of soldier voice packs is, I'm a little disappointed by the lack of diversity in the languages. If I remember right, there's American, UK, and Aussie English, German, Spanish, and French maybe? I'd like to see some Asian or African languages, and also Russian. Otherwise I guess I'll just have to make all of my Japanese soldiers sound Scottish like I do in Long War.
[QUOTE=SPESS MEHRINE;49551373]As impressive as the number of soldier voice packs is, I'm a little disappointed by the lack of diversity in the languages. If I remember right, there's American, UK, and Aussie English, German, Spanish, and French maybe? I'd like to see some Asian or African languages, and also Russian. Otherwise I guess I'll just have to make all of my Japanese soldiers sound Scottish like I do in Long War.[/QUOTE]
I'm actually kinda annoyed that there's no Japanese as a language.
Didn't see this posted. Highlights from beagles twitch stream.
[media]https://www.youtube.com/watch?v=mjZkyb-gdhM[/media]
[QUOTE=TheJoker;49507238]Sites like that usually deliver keys on release day. It's very rare to get them before release.[/QUOTE]
Really late and stupid question, but if I order from CDkeys, do I get the preorder bonus? I just want that old and beaten XCOM armor :v:
If it doesn't say anything regarding it then no. If it does then yeah.
Man I'm so hyped for this. So many enemy types this time around, way better customization, and no more "every mission is a tick towards endgame" (or so it appears). In EU since every abduction raised fear levels it would force you into doing the story missions that reduced global panic at certain times. I feel like I shouldn't be forced to the end of the game, but by all means force me to the next mission when all my soldiers are wounded.
[QUOTE=thrawn2787;49552203]Man I'm so hyped for this. So many enemy types this time around, way better customization, and no more "every mission is a tick towards endgame" (or so it appears). In EU since every abduction raised fear levels it would force you into doing the story missions that reduced global panic at certain times. I feel like I shouldn't be forced to the end of the game, but by all means force me to the next mission when all my soldiers are wounded.[/QUOTE]
Actually, in 2 the aliens apparently have projects they're working on that advance if you don't try and stop them, it's a lose condition.
[QUOTE=Rents;49552218]Actually, in 2 the aliens apparently have projects they're working on that advance if you don't try and stop them, it's a lose condition.[/QUOTE]
I've got a feeling my first few playthroughs are going to end in intentional defeats just so I can see what the hell they're working on.
By japanese or spanish voice packs, do you guys mean you straight up make every soldier speak their own language? That'd be really jarring.
[QUOTE=MrHeadHopper;49552377]By japanese or spanish voice packs, do you guys mean you straight up make every soldier speak their own language? That'd be really jarring.[/QUOTE]
Nah, there's an option for it in Enemy Within, it's pretty cool.
I just really hope the glitches that happened in beagles streams don't show up in the main game.
Serious things like pods floating in mid-air, and line of sight lying to the player. Things that don't really seem that easy to fix.
But I'm not too worried because I remember how modifiable the game will be, so any serious problems will be ironed out by the community if it comes down to it.
[QUOTE=MrHeadHopper;49552377]By japanese or spanish voice packs, do you guys mean you straight up make every soldier speak their own language? That'd be really jarring.[/QUOTE]
Long War added some English voice packs. Gotta love the Australian ones!
[QUOTE=Hogie bear;49552474]I just really hope the glitches that happened in beagles streams don't show up in the main game.
Serious things like pods floating in mid-air, and line of sight lying to the player. Things that don't really seem that easy to fix.
But I'm not too worried because I remember how modifiable the game will be, so any serious problems will be ironed out by the community if it comes down to it.[/QUOTE]
there are gonna be bugs
[editline]17th January 2016[/editline]
[QUOTE=MrHeadHopper;49552377]By japanese or spanish voice packs, do you guys mean you straight up make every soldier speak their own language? That'd be really jarring.[/QUOTE]
personally found it more jarring that my brazilian and saudi and chinese soldiers sound like they all grew up on the same street street in middle america
I want a mod that lets me choose multiple upper/lower face props and have them active at the same time. I want to make a filthy gutter bitch and naturally I want to pierce her face to hell and back, but as it stands only one piercing can be applied at the time.
This could also have interesting effects. Like glasses over glasses over glasses. Or a cigar AND a cigarette, on either side of your mouth. Think of the gimmick soldiers we could make with that breakthrough.
[QUOTE=Kommodore;49552537]there are gonna be bugs
[/QUOTE]
Sure, but ones that can ruin a run I'm just hoping can be patched out before final release.
I've watched a few pre-release videos now, and man I think its super cool seeing the ADVENT playing defensively. It looks like it really [I]feels[/I] like you are taking on entrenched forces, and not just mindless drones who wander around doing nothing in particular.
3 more weeks and good fucking riddance long war
[editline]17th January 2016[/editline]
how can a person have so many good ideas that they then spoil on their own
We could use these for Japanese voices...
[video=youtube;L9XCmmPq3UM]http://www.youtube.com/watch?v=L9XCmmPq3UM[/video]
Because I'm an autist I decided to make these neat little character cards from the perspective of XCOM 2 with some of my best soldiers from EW.
[IMG_thumb]http://i.imgur.com/nOrrn0L.png[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/62pDEER.png[/IMG_thumb]
I have more but the rest are girls and they're all mega sameface so I'm probably not going to bother with it anymore.
[B]MECS AREN'T CANON[/B]
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