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Knight Sergeant first class


Joined: 04 Jun 2007 Posts: 153 Location: Germany
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Posted: Wed Jun 20, 2007 8:14 pm Post subject: |
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- I would like to have a colored vision of the base detection range (radius), when you click on it at the geoscape.
- I´d like to see the possibility that several different aliens of different eras might appear on a mission - not just 2. There could be a randomizer about which aliens and the quantity of each of them to appear. I read Bman is working on a similar idea with this mod.
- homing grenades with proximity detonation as you - or the alien - tries to run away
- Additional Maps with multiple storeys.
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_________________ Eddy. You just can´t kill someone because the way he looks at you
http://www.youtube.com/watch?v=tysvNGGFN3M |
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illegal youth Sergeant first class

Joined: 16 May 2007 Posts: 179 Location: baltimore, usa
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Posted: Wed Jun 20, 2007 8:37 pm Post subject: |
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| Moriarty wrote: All weapons have strenghts. Medipack etc don't, but they're about the only things that don't. |
i assume by weapons you just mean pistols, rifles, and heavy weapons, not any equipment like grenades? even if that is the case, it'd be an improvement to have half an encumbrance system instead of the strength requirements.
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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NineX Private

Joined: 11 Jun 2007 Posts: 9 Location: Poland
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Posted: Fri Jun 22, 2007 11:27 am Post subject: |
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it would be nice to have civilians in missions but only if the crashed UFO is in a city area. I fondly recall having my first mission on some holiday resort area in TFTD. Seeing civilians in swim wear running away from aliens sure is fun!
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illegal youth Sergeant first class

Joined: 16 May 2007 Posts: 179 Location: baltimore, usa
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Posted: Fri Jun 22, 2007 1:38 pm Post subject: |
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| NineX wrote: it would be nice to have civilians in missions but only if the crashed UFO is in a city area. I fondly recall having my first mission on some holiday resort area in TFTD. Seeing civilians in swim wear running away from aliens sure is fun! |
i'm pretty sure the holiday resort mission you had in TFTD was a terror mission, not a crashed USO. i never once saw civilians during a USO crash site mission, and it wouldn't make sense to have civilians in USO missions anyway, because all USO missions are underwater.
all terror missions in UFO: ET have civilians. i don't see any cities in UFO: ET either, so i'm not sure it would make sense to implement civilians hanging around UFO crash sites.
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NineX Private

Joined: 11 Jun 2007 Posts: 9 Location: Poland
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Posted: Fri Jun 22, 2007 2:58 pm Post subject: |
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illegal youth wrote: | NineX wrote: it would be nice to have civilians in missions but only if the crashed UFO is in a city area. I fondly recall having my first mission on some holiday resort area in TFTD. Seeing civilians in swim wear running away from aliens sure is fun! |
i'm pretty sure the holiday resort mission you had in TFTD was a terror mission, not a crashed USO. i never once saw civilians during a USO crash site mission, and it wouldn't make sense to have civilians in USO missions anyway, because all USO missions are underwater.
all terror missions in UFO: ET have civilians. i don't see any cities in UFO: ET either, so i'm not sure it would make sense to implement civilians hanging around UFO crash sites. |
sorry my mistake i was thinked about X-com: Defence aka. Ufo: Enemy unknown
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illegal youth Sergeant first class

Joined: 16 May 2007 Posts: 179 Location: baltimore, usa
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Posted: Fri Jun 22, 2007 3:11 pm Post subject: |
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| NineX wrote:
sorry my mistake i was thinked about X-com: Defence aka. Ufo: Enemy unknown |
well, TFTD used the same engine from UFO defense, just had different graphics, extra missions, and better AI -- so the game mechanics are exactly the same for the two games. i can't ever recall seeing civilians in a UFO crash site, only on terror missions.
UFO: ET has that same feature.
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tyrael09 Sergeant first class


Joined: 29 May 2007 Posts: 139
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Posted: Fri Jun 22, 2007 5:11 pm Post subject: |
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I am fairly certain that civilians only showed up in terror missions, and they always wore the same outfit, no matter where in the world you were. Cities would be nice in this game, but since its on an alien planet, noone would really care about what city was being terrorized. In UFO defence, it became a money question. Do I send my guys to a terror mission, filled with everyones favorite unit, the crysllacid, in a rinky dink country that isnt paying me very much (and risk losing valuable soldiers and equipment) and gain no ufo materials or do I go to the supply ship (full of elerium) that has landed in the US which is my primary funding country? Thats a no brainer
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_________________ Black Knight: C'mere!
Arthur: What are you gonna do? Bleed on me? |
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Lurker Sergeant


Joined: 25 Oct 2005 Posts: 100
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Posted: Tue Jun 26, 2007 1:14 pm Post subject: |
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Playing UFO ET with patch 1.
--
If you are on the Geoscape and you go to the Base Screen, pressing the 'Escape' key on the Base Screen should take you back to the Geoscape.
If you go to the Trooper Screen or the Production Screen or the Research Screen from the Base Screen, then pressing the 'Escape' key on those screens should take you back to the Base Screen.
That's the way it works in lots of the other X-Com clones I have tried lately, and I have gotten used to it.
But, I go to press the 'Esc' key here in UFO ET, and nothing happens.
The 'Esc' key could work like the Back Arrow in Internet Explorer does and take you back to whatever screen called the screen that you are currently on. Or, it can act like a tree. In other words, if you go straight to the Research screen with a hot button key, then pressing 'Esc' will always take you to the Base Screen, and pressing 'Esc' there on the Base Screen will always take you to the Geoscape.
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Fjellgeit27 Rookie

Joined: 27 Jun 2007 Posts: 6
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Posted: Wed Jun 27, 2007 11:13 am Post subject: |
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Have anything on the wishlist/gameplay suggestion been fixed?
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Lago Rookie

Joined: 12 Jul 2007 Posts: 1
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Posted: Thu Jul 12, 2007 1:48 pm Post subject: |
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Dunno if it has been mentioned before:
I´m rather dissatisfied with the terror missions... is the effect of killed civilians just not shown or doesn´t it influence the final score anymore? In the goold ol` days you had
Rescued civilian + 50
Dead civilian -50
Civilian killed by X-com -200
Something like that, don´t remember it exactly...
Then again, it would be nice to see the final score expressed by a figure and not only by "good, ok, excellent" etc., same for the monthly report.
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illegal youth Sergeant first class

Joined: 16 May 2007 Posts: 179 Location: baltimore, usa
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Posted: Thu Jul 12, 2007 3:34 pm Post subject: |
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lago:
i have the same questions. i've noticed that no matter what happens in terror missions (most civilians saved or killed) i get a bad/terrible rating, even if i take zero casualties. i'd like to know exactly why i got that bad/terrible rating.
i'd be an improvement if the mission rating, for terror missions as well as other missions, was explained via a displayed score mechanism, like in X-COM.
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Rial Rookie

Joined: 16 Jul 2007 Posts: 1
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Posted: Mon Jul 16, 2007 7:09 am Post subject: |
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Hello everyone,
I have just bought the game and started to enjoy it.
While playing I started to miss two features from the old UFO: Enemy Unknown... so, here my two wishes:
1- Smoke grenades; they were very usefull during the fight against the aliens! ^^
2- The UFOs, when they were shot down, were nearly destroyed and very damaged in the tactical map in the old UFO: Enemy Unknown; sometimes there were also dead aliens inside because of the crash.
The UFO's crashes were more dangerous than an intact UFO, because aliens could be everywhere behind the thick smoke or trying to exit from a hole to hit the marines from the flanks.
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h0mbre Rookie

Joined: 20 Jul 2007 Posts: 7 Location: Guildford, England
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Posted: Fri Jul 20, 2007 3:50 pm Post subject: |
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I have to say thanks for a great game and finally a worthy successor of the original XCOM!
I agree with all the items above and would like to add:
- Underwater missions. This will add more depth in the game.
- Proximity nades or equivalent and even more advance version
- Research time/length vs scientis indicator
- Scientist and engineering costs during research and production (this would help controlling the cost of operations. Cost saving vs research and production)
-=Dum spiro, spero=-
/h0mbre
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gandrus Rookie

Joined: 01 Nov 2006 Posts: 2 Location: Hungary
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Posted: Sat Aug 18, 2007 11:57 am Post subject: |
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- I miss the feedback, that i was hit the target or not. Some aliens need more shoots than one, and if i shoot close to him, and he is not died, then i do not know, that i hit him or not. I mean a dying sound or an aliens cry of pain, maybe a little blood effect or something.
- I miss the night too.
- I do not like, that if i shoot only one bullet from a clip and that clip going to trash after the battle.
- Why can i open doors only when i go into the room?
- Ufos why not damaging, when i shoot them? (in tactical missions)
Please solve these problems in the next patch, if you think the same.
Thank you!
The game is nice btw.
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