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Wishlist/Gameplay suggestions
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Wishlist/Gameplay suggestions
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Knight
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Joined: 04 Jun 2007
Posts: 153
Location: Germany

PostPosted: Wed Jun 20, 2007 8:14 pm    Post subject: Reply with quote
 
- 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 Cool

- Additional Maps with multiple storeys.


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illegal youth
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Joined: 16 May 2007
Posts: 179
Location: baltimore, usa

PostPosted: Wed Jun 20, 2007 8:37 pm    Post subject: Reply with quote
 
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
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Joined: 06 Jan 2006
Posts: 1728

PostPosted: Thu Jun 21, 2007 12:02 am    Post subject: Reply with quote
 
I wouldn't imagine grenades weigh much anyway. Wink
And no, having just checked grenades do not have a strength requirement.

Quote:

- I would like to have a colored vision of the base detection range (radius), when you click on it at the geoscape.


May or may not be possible. If anyone is interested in doing it, I can point you to a starting place:
The "objectsOnGlobe" global variable is where things on the planet (graphically) are stored.
There are a few examples of where an object is "placed" on the globe - line 2400 or so in \globe\globe.xscr for example.
The problem is, I don't know how you'd actually draw the circle. There are a couple of game-engine functions for drawing lines, but drawing cirlces I can't find.
I suppose you could draw an octogon (8 straight lines) if it came to that.

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NineX
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Joined: 11 Jun 2007
Posts: 9
Location: Poland

PostPosted: Fri Jun 22, 2007 11:27 am    Post subject: Reply with quote
 
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
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Joined: 16 May 2007
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Location: baltimore, usa

PostPosted: Fri Jun 22, 2007 1:38 pm    Post subject: Reply with quote
 
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
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Joined: 11 Jun 2007
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PostPosted: Fri Jun 22, 2007 2:58 pm    Post subject: Reply with quote
 
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
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Joined: 16 May 2007
Posts: 179
Location: baltimore, usa

PostPosted: Fri Jun 22, 2007 3:11 pm    Post subject: Reply with quote
 
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
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Joined: 29 May 2007
Posts: 139

PostPosted: Fri Jun 22, 2007 5:11 pm    Post subject: Reply with quote
 
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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Lurker
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Joined: 25 Oct 2005
Posts: 100

PostPosted: Tue Jun 26, 2007 1:14 pm    Post subject: Reply with quote
 
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
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Joined: 27 Jun 2007
Posts: 6

PostPosted: Wed Jun 27, 2007 11:13 am    Post subject: Reply with quote
 
Have anything on the wishlist/gameplay suggestion been fixed?

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Lago
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Joined: 12 Jul 2007
Posts: 1

PostPosted: Thu Jul 12, 2007 1:48 pm    Post subject: Reply with quote
 
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
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Joined: 16 May 2007
Posts: 179
Location: baltimore, usa

PostPosted: Thu Jul 12, 2007 3:34 pm    Post subject: Reply with quote
 
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
Rookie


Joined: 16 Jul 2007
Posts: 1

PostPosted: Mon Jul 16, 2007 7:09 am    Post subject: Reply with quote
 
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
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Joined: 20 Jul 2007
Posts: 7
Location: Guildford, England

PostPosted: Fri Jul 20, 2007 3:50 pm    Post subject: Reply with quote
 
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
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Joined: 01 Nov 2006
Posts: 2
Location: Hungary

PostPosted: Sat Aug 18, 2007 11:57 am    Post subject: Reply with quote
 
- 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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