[QUOTE=The Jack;48254609]Probably not, actually. Lets see. We'd need:
SG1
- The facility. You don't really need to base build, since the base has been there for a while. But you're probably going to be infiltrated/invaded a few times.
- As for research. They don't actually majorly upgrade much in this series. Apart from a staff-proof plate, an attachment for one type of enemy, space ships, and the means of protecting from ghoul infiltration.
- A bunch of real world military equipment. Guns. Explosives, Outfits. Field Tents.
- Archaeological equipment.
- A stargate
- Jaffa.
- Villains in fancy egyptian duds
- Staff weapon, zat, the hand thing
-Common primitive village things
- Some egyptian ruins
- Some snake ships. You don't need the entirity. Just the interior.
Asguard/replicator stuff can come later. Individual ghoul lords too. Ori stuff can come... maybe.
I don't think that's all that much. The biggest challenge would be the necromantic rituals designed to get Don S. Davis to do the voice of the commander.
Attlantis is quite simillar. There's not much you need to add on.
- A new gate
-Ancient buildings
Wraith buildings (ok. That one's a bitch)
-Wraith weapons
-Wraith powers, Which is mostly the vampirism, regeneration, healing and illusion.
-The wraith. Drone and not-Drone. Then a queen.
-Primitive weapons. (bows. crossbows. Spear. slingshots. They get attacked with this stuff far more often than SG1)
-Projectile weapons (Every culture that isn't primitive uses the same weapons. Geni, Satedan, random others. Triple barreled shotgun is the one that sticks out the most)
It's not easy, but it's certainly not extremely difficult (unless you want to throw in [I]everything[/I].)[/QUOTE]
That's not a whole game's worth of stuff, but it's still a shit-ton of modelling, particle effects, recording, etc. Would probably need new animations for a lot of stuff too, unless looking super-jank was acceptable.
[QUOTE=CGNick;48255113]Still, I'd rather not actually canon-base it, just Universe integrate it. Plus if we went for a Season 3 interpretation of Universe, we'd have to drown it in drama between the characters and have little to no action.[/QUOTE]
I think you're joking, but thing is you only actually need the likable characters for this.
Scott's a generic marine.
Chloe is entirely useless, and doesn't need to feature.
You don't actually need to use the doctor, other than name-dropping her when the captain asks for medical supplies.
All the science/engineer guys are pretty solid and likeable.
If nothing else, the captain has a nice voice.
Assume rush is being cooperative, and enthusiastic about the science stuff you're doing.
[QUOTE=The Jack;48255434]I think you're joking, but thing is you only actually need the likable characters for this.
Scott's a generic marine.
Chloe is entirely useless, and doesn't need to feature.
You don't actually need to use the doctor, other than name-dropping her when the captain asks for medical supplies.
All the science/engineer guys are pretty solid and likeable.
If nothing else, the captain has a nice voice.
Assume rush is being cooperative, and enthusiastic about the science stuff you're doing.[/QUOTE]
I'm not joking, I don't wanna include any of the Universe characters. I'd rather not pull a canon-wise mod, but rather work freely to do my own story.
Stargate as a world lends itself incredibly well to X-Com.
I'd a have loved one to have existed, and to be SGC based, so you have the mountain and you gotta start from the absolute beginning.
At the start the gate only has enough power to travel to close planets which are relatively safe or completely friendly. As you build up your base you get access to naquada and ZPM's which allow you to gate outward to planets further away and thus more more hostile and harder to defeat. That gives you a difficulty progression system. You have almost limitless types of aliens and races to encounter and some of them absolutely have to be able to join SGC as personnel.
You then have the SGC and Earth itself. The base will be attacked from time to time, either by coming straight through the gate (no Iris installed till you unlock the technology), via brainwashing the personnel which then requires you to kill the actual enemies on the base while subduing your personnel via non lethal means. Or by straight up invasion through the front door.
The base building itself could actually factor into the game play by having you decide the layout of the base, setting up security measures like automated turrets and gun deactivation sensors from the Tollen. Setting up barracks to allow you to call in more troops if needed when sweeping the base, so on so forth.
Then you have Earth itself and factions like the NID. They go around setting up rogue startgate operations around the globe and you gotta hunt them down and stop them or you'll lose alliances when alien races, or they'll try and assassinate your high ranking officers while they are on leave, or try and steal technology from you and make them harder to beat if they succeed. If you sell stuff on the Grey market there's a chance that the NID will be the ones buying it and it'll upgrade their tech if you rely on the system too much.
Instead of just 1 team which you drag and drop members into for various missions you can control as many as you like, so while SG-1 is off world you have to call on SG-2 to deal with something else that comes up ( you control all the missions but it just means that stuff can be happening simultaneously).
You can have alien landings on earth too, you start off with f-16's to shoot them down with and progress through to F302's and you shot down Hatak's on recon or Motherships.
As far as weapons go, human weapons can just be unlocked or have upgrades, start of with mp5's, upgrade to P90's. M16's unlock the under-slung grenade launcher. Then you get M9 pistols upgrade to a ZAT. Jaffa Staffs. Then the Karakesh on selected troops which have the gene or something.
And as far as enemies go take your pick, replicators, goauld, other human like races like the Genii, Wraith, ORI or just go to town you don't have to use anything cannon at all and you could even make up a Covenant type race which has them make an alliance so they combine their skills and tech to fight you. The mod could be absolutely endless.
Sadly it will never happen, but a guy can dream i guess.
[QUOTE=CGNick;48254776]I was thinking of a sort of non-canon stargate sideline where it's something similar to Stargate Universe [sp]Except you know, not garbage[/sp], since they are also on a Ship, exploring planets here and there. Idk, setting the same events like the original series is though, but using the universe (queue the pun) of Stargate can work still. So while just remaking SG-1 in XCOM 2 is doable, it's gonna be a ballsy challenge, but just making a mod that's set in the Stargate universe, it would be a lot more doable.[/QUOTE]Perhaps a mesh of SG:U and the game FTL. A lost, severely damaged USAF starship trying to make it's way home, gathering supplies needed for survival via away missions as well as intel on a threat to Earth, perhaps bloodying their nose on the way. You've a limited number of dudes, when they're all dead it's game over; additional recruitment limited to very rare encounters with locals, or successfully recruiting an enemy soldier.
[QUOTE=Sgt Doom;48255630]Perhaps a mesh of SG:U and the game FTL. A lost, severely damaged USAF starship trying to make it's way home, gathering supplies needed for survival via away missions as well as intel on a threat to Earth, perhaps bloodying their nose on the way. You've a limited number of dudes, when they're all dead it's game over; additional recruitment limited to very rare encounters with locals, or successfully recruiting an enemy soldier.[/QUOTE]
That's sort of what I'm thinking. You essentially travel around from system to system, the game is more resource dependent and what not. I didn't really think of that comparison but yeah, XCOM with FTL essentially.
[url]https://twitter.com/FXSPeteMurray/status/623197986647052288[/url]
Apparently melee can be 'dodged'.
[QUOTE=Jeep-Eep;48255704][url]https://twitter.com/FXSPeteMurray/status/623197986647052288[/url]
Apparently melee can be 'dodged'.[/QUOTE]
No Parries: No Sell.
I've never watched Stargate, but the grandfather I live with basically has a pretty solid yearly schedule that he hasn't broken since SG-1 ended. One episode a day, and in the remaining 8 days of the years (subtracting Christmas/Eve and New Years Eve) he watches two episodes of Firefly and Serenity on the 8th.
I should really get around to watching Stargate.
[QUOTE=gufu;48255989]No Parries: No Sell.[/QUOTE]
Speaking of that, Rangers better have some form of damage reduction via parrying enemy attacks or something, because they're going to be completely awful if all they can do is run up to the guy, stab 'em and then hold still for the rest of the turn while aliens do bad things.
Current casualties of war in my FP Xcom Long War Game:
[IMG]http://images.akamai.steamusercontent.com/ugc/448456945067553442/287D7774D71FF3DA5040ECD10854CCE0834DA051/[/IMG]
:(
[QUOTE=MrHeadHopper;48256894]Speaking of that, Rangers better have some form of damage reduction via parrying enemy attacks or something, because they're going to be completely awful if all they can do is run up to the guy, stab 'em and then hold still for the rest of the turn while aliens do bad things.[/QUOTE]
Cyborg Ninja as a Fifth Class?
[QUOTE=joshuadim;48257016]Current casualties of war in my FP Xcom Long War Game:
[IMG]http://images.akamai.steamusercontent.com/ugc/448456945067553442/287D7774D71FF3DA5040ECD10854CCE0834DA051/[/IMG]
:([/QUOTE]
FUCK!
[QUOTE=Alsojames;48257035]FUCK![/QUOTE]
FYI you missed a 90% shot that would've saved your ass
[editline]20th July 2015[/editline]
New troops arrived! Let's see who joins the slaughter...
[IMG]http://images.akamai.steamusercontent.com/ugc/448456945067565686/522EB110FCB68711CA6C73EC41D78D8B0FF76700/[/IMG]
oh
[QUOTE=gufu;48257017]Cyborg Ninja as a Fifth Class?[/QUOTE]
Anyone remember the exploding tazer shuriken from Elysium? Because I need those.
Neill Blomkamp movies always have hella cool tech even if the message is paper thin.
CGNick I have some thoughts I would like to share with you regarding the changes you made:
Overall I think it's pretty balanced (for now, I'll say more when I'm in the mid game) regarding HP amounts and DR stacking from enemies. Seekers are a pain in the ass with their DR but I think that's how it should stay. Hard to kill tentacle rape monsters.
Sectoids should be easy to kill, no questons asked, which is something you fixed with your changes (<3 thanks babe).
I also like the balancing you applied on the thin men. They're more fair than BS now. If I get hit by them, it's more my fault than bullshit logic LW has.
[sp]and drones are still little hard to kill shit stains upon xcom[/sp]
Overall, I like the changes you've made from my first impressions.
This thread and XCOM 2 made me want to play XCOM EW again, so I go into classic and everything goes well for the first five missions or so until this one. Misses all around the squad at close range, thin mints critting for seven damage, seekers dodging bullets better than Neo. That kind of thing, but my entire squad survived and I only had two floaters left. First one goes down to overwatch, but the second one runs beyond squad sight. So I go after it only to find it had disappeared; I check the roofs, the alley, the ranger, all around and in the buildings, but couldn't find it. I spent twelve minutes looking for this damn thing, listening for it, and thought it was making me run in circles chasing it until finally my sniper sees it from the roof on the opposite building like this:
[IMG]http://images.akamai.steamusercontent.com/ugc/438323932137650845/FFAC781B7DEBB908DCA80C10021DD321A319045E/[/IMG]
Hiding behind a dumpster, where it belongs. After spotting it it flew up and killed my assault class. Rip in peace Skullface. :v:
[QUOTE=ScottyWired;48257056]Anyone remember the exploding tazer shuriken from Elysium? Because I need those.
Neill Blomkamp movies always have hella cool tech even if the message is paper thin.[/QUOTE]
After making this comment I decided to rewatch Elysium. Mod idea for XCOM 2:
XCOM - Illegal Alien Defence. The game where you manage panic levels of the space station by shooting down immigrants before they can get healing and interrogating survivors to find out who is enabling them to fly into space, while also struggling with internal politics.
It would be interesting to see a long-form XCOM vs EXALT competitive mode, with both players building a base and sending missions out.
the thing with thin men, since people seem to have problems with them, is to deny them line of sight to up until you have maneuverability on them. hunker down will usually make them use their acid and overwatch when you are in direct contact will basically force them to shoot at you - not good. literally just bug out if they engage you with the high ground, try to bait them into close quarters where the odds are more even in terms of aim %. grenade range is clutch and is the maximum distance you want them at. other than that all the basic rules apply.
on missions where you can expect to face them it pays to bring extra smokes for general purpose defense and flashbangs to help you as a last resort. smokes can substitute for flashbangs because the defensive buff applies outside of cover and can help you break their overwatch on soldiers without Lightning Reflexes, or safely bait them into an overwatch trap with a tanky soldier.
I keep having thin men acid spit my SHIVs
they never take any damage from it
Do EXALT heavies have rocket scatter / can they miss?
(in long war)
[QUOTE=ZestyLemons;48258503]Do EXALT heavies have rocket scatter / can they miss?
(in long war)[/QUOTE]
Arm some rookies with the heaviest armour and a whole bunch of medkits.
Science.
[QUOTE=joshuadim;48257039]FYI you missed a 90% shot that would've saved your ass
[editline]20th July 2015[/editline]
New troops arrived! Let's see who joins the slaughter...
[t]http://images.akamai.steamusercontent.com/ugc/448456945067565686/522EB110FCB68711CA6C73EC41D78D8B0FF76700/[/t]
oh[/QUOTE]
How did you get a rookie with 82 aim? I've made the aim range from 65-75 so the best you could have gotten is 78 using the SAS bonus. Or did you modify the aim yourself a bit?
Actually yeah, your soldier seems to be running an extra 10 stat points, did you set the default aim to 80?
Not all men are equal? There's a second wave option that randomises starting stats a little.
not created equally could get you there.
Not created equaly results in some delicious darwinism were you just sell/expend the guys who suck. Or cut of their arms and legs and put them in a bot. Good times.
This is long war though, not vanilla.
[QUOTE=CGNick;48258956]This is long war though, not vanilla.[/QUOTE]
long war has that for a second wave option though?
[QUOTE=Pigbear;48259014]long war has that for a second wave option though?[/QUOTE]
No it doesn't? By default soldiers in Long War have randomized stats with some balancing in between them. Not created equally is replaced with Strict Screening, which makes them have base stats.
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