Wishlist for future improvements :)

UFO: Extraterrestrials is a futuristic real-time/turn-based strategy blend set on the fictional planet of Esperanza in 2025. Having made a bloody first contact with a strange form of life from another planet, the player is thrust into the tough position of leading the defense of this isolated planet against the never-ending assault of these hostile invaders
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RkShaRkz
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Joined: Mon Jul 16, 2007 3:10 am

Wishlist for future improvements :)

Post by RkShaRkz »

although the game is great, there is room for more improvement... what i'd like to see is:

1) incinediary grenades... what's the use of aliens being vulnerable to fire if you don't have fire weapons? (apart from the flamethrower and the fire rocket)

2) more incinediary weapons; the flamethrower just doesn't make the cut since it's range is waay to short to be of any use, and the rocket launcher costs too much to use; so, maybe you could come up with some more fiery weapons OR alternate ammo for some weapons ? like incinediary plasma/ion for instance, something like the floaters have.

2*) a fire weapon based tank would be nice :)

3) a helmet slot... i don't even know how to equip it, so i'm just holding it in the belt and hoping it works (looks like it does though) so maybe you could add a helmet slot and make some more items that goes there, like night vision which gives improved sight range in night missions, a scope vision and other kinds of stuff that improves your sight range or aiming...

4) alternate ammo; why is the rocket launcher the only weapon that has alternative ammo types ? some AP, Fire or Acid alternate ammo won't hurt (the tricky part is figuring out where to put them, i agree with that)

5) altho i like the main base concept, it sometimes bothers me that the only strikeforce/manufacture/research base i have and i can use is my main base... an "expert mode" option could be toggled that makes all bases act as a main base (i wouldn't mind having to transfer the soldiers/research material from the main base though)

6) soldier recruting/sacking; a very missed option indeed :) especially if number 5 gets implemented

7) an expansion featuring the terror from the deep scene; underwater bases, underwater recoveries and underwater-exclusive missions (like chasing a sub or a downed ufo, give it some though); then when starting a new game it would be cool if you could choose to deal with the land, the sea or both :) the left-out part could be either disabled, computer-assisted or entirely computer-controlled which would add additional depth to the game (ally diplomacy and team work to fend off the attackers)

8) more weapon functionalities, like setting a laser rifle to stun mode OR a grenade to timed mode... in any case, it would be nice to be able to set the grenade to explode on hit or after it's timer goes off...

9) if number 8 gets ditched - then just put in timed and proximity grenades and maybe a grenade launcher (lighter than the rocket launcher, one-handed, has to be loaded with actual grenades or a derived ammo, in any case something that would be able to launch those statis grenades very far and accurately :D)

10) a scouting/perception stat that would influence how well or far you see? why couldn't strength and aiming be used for tossing grenades as well ?

11) psy attacks maybe? i don't really miss it much though...
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hmm, that's all i could think of right now... maybe some of this stuff is overkill/exagerating a bit, but i think they would be a nice addition and that they would make the game somewhat complete :) i always though of how it would be like to play both ufo games in one...

i'll be glad to hear some discussions on this since i guess half of the population playing this game are old UFO/XCOM veterans :D

EDIT:
12) motion sensors (could be a helmet thing) and hyper-wave decoders... please, we (or i at least) really need to know what types of alliens are on the vessel (their mission would be nice too) and how many there are; i'm sick of sending rookies on scout missions only to get half-beaten by inqusitors (which i couldn't even hurt with my current laser weaponry); a bunch of rookies with lasers and two plasma grenades each can handle vipons with ease, they take 3 shots to kill, but the same bunch can't even scratch the inquisitors if you catch my drift....


personally, the things i'd like to see the most are numbers (sorted by prority): 12, 1, 2, 3, 4, 10...
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Goblin
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RE: Wishlist for future improvements :)

Post by Goblin »

I would add:

1.) Fix LOS. Couches and small objects inside buildings block LOS of a standing soldier.

2.) Allow soldiers to see into windows. I am often fired at through a window, and cannot spot the alien, or shoot back.

3.) Destroyable floors and rooftops. I have fond memories of blasting holes into roofs or floors, and having squad members drop down into the holes to shoot at aliens that I had flanked. Teaches them to think 3D.

4.) The ability to open a door without actually having to move into its square. I cannot count how many men have dropped having to do this. They open the door, spot four aliens, and move the extra square into the doorway anyways, triggering all of the aliens' reaction fire. Maybe have 'spotting' the aliens instantly halt their movement like it does elsewhere (before they advance into the doorway).

5.) Lower the cost and strength requirements on most armors. The aliens always out-gun the soldiers. My men cannot keep up with the requirements and costs for the armors to offer some protection.



Goblin
hdm7k
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Joined: Sat Jun 02, 2007 5:31 pm

RE: Wishlist for future improvements :)

Post by hdm7k »

Goblin, your wish #4 is already in play (at least in B-man's mod):
 
Click on the unit to move, move to the door, r-click to face the door straight on (no diagonal is allowed for opening the door witout stepping through), then r-click on the door.
 
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curtfred
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Joined: Wed Jul 18, 2007 1:21 pm

RE: Wishlist for future improvements :)

Post by curtfred »

I keep getting shot at from rooftops by aliens but when I am on a roof, I can not shoot down on them. Hardly seems fair.
RkShaRkz
Posts: 9
Joined: Mon Jul 16, 2007 3:10 am

RE: Wishlist for future improvements :)

Post by RkShaRkz »

i don't have problems with doors, when the door starts opening i just click the right mouse button and my guy stops right there...
but i definately like your #3...

@rooftop thing - i have no problem shooting at/from rooftops, and i like how the aliens don't abuse them anymore :D
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Goblin
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RE: Wishlist for future improvements :)

Post by Goblin »

I just tried to open the doors by right clicking (again), to verify. I cannot open doors unless I left click on the door and it moves my soldier into the door hex. I am going to try the right click suggestion as the door opens.



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Goblin
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RE: Wishlist for future improvements :)

Post by Goblin »

I have now experimented over a couple dozen missions. The right click trick seems to work, with a major exception.
 
When I open the door and right click to avoid moving into the doorway, the soldier cannot spot anything in the room, nor can his squadmates. Nothing. Not until I move a soldier does it update the view to include any aliens, even if they are a single square away. The aliens then blast away.
 
 
Goblin
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