New Features I Would Like to See

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
PhoenixD
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RE: New Features I Would Like to See

Post by PhoenixD »

The weapons are set up so you need a minimum Strength to use them, which covers more or less the same ground.
WolfP
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RE: New Features I Would Like to See

Post by WolfP »

yes...but the minimum strength is not posted, say in the ufopedia. So, without knowing the min strength before production, I now have laser cannons that no one can lift.
"The walls are how high!?!...Crap!" - Lt Presley O'Bannon -
PhoenixD
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RE: New Features I Would Like to See

Post by PhoenixD »

THAT I agree on, and I'll fix it when I do the grammar-checking of the files.
sage
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RE: New Features I Would Like to See

Post by sage »

Many of these features here: http://www.matrixgames.com/forums/tm.asp?m=1454317&mpage=1&key=&#1454317 in the release of PhoenixD and my mod.
voyagersat
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RE: New Features I Would Like to See

Post by voyagersat »

may i suggest about the soldiers to be able to heal themselves if they are having medikit or other stuff?
darrellb9
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RE: New Features I Would Like to See

Post by darrellb9 »

I'd like to see tank drivers have the ability to gain experience. Wouldn't make sense for them to have the same stats as the regular soldiers but maybe a driving stat to simulate a more experienced driver being more efficient and able to get a few more APs a turn and also an accuracy stat that you can increase with experience as well.
This would also help out with problem of the really experienced soldiers being faster (or nearly so) than the tanks.

Ability to sight and shoot through windows would be a big plus. I really miss that from XCom, not that I think this game needs to be an exact clone by any means. I'm certainly enjoying it an awful lot just the way it is :)
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gunnergoz
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RE: New Features I Would Like to See

Post by gunnergoz »

ORIGINAL: db99

I'd like to see tank drivers have the ability to gain experience. Wouldn't make sense for them to have the same stats as the regular soldiers but maybe a driving stat to simulate a more experienced driver being more efficient and able to get a few more APs a turn and also an accuracy stat that you can increase with experience as well.
This would also help out with problem of the really experienced soldiers being faster (or nearly so) than the tanks.
(snip)
I'd leave it like it is. The tanks are best thought of as AI's with no learning capability. A good powerful unit in the beginning but hampered by the experience limit so they don't become too overbearingly "bad." I like having to make choices like that - firepower vs growth ability. Forces one to think and make tradeoffs, which is a big part of keeping a game fresh and interesting.
"Things are getting better!
...Well, maybe not as good as they were yesterday, but much better than they will be tomorrow!"
-Old Russian saying
WolfP
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RE: New Features I Would Like to See

Post by WolfP »

I would like to be able to tap more than one crash site before the carrier returns to base.  I had a string on the ground, so I figured I would hit the furthest one out and work my way back in depending on troop strength.  First landing went without a hitch and I was still at full strength.  Selected the second site and we cruised right on by back to base.  By the time the plane landed and was ready to push again, the crash site disappeared.  [8|]  All those alien goodies turned to dust [:@]
"The walls are how high!?!...Crap!" - Lt Presley O'Bannon -
GalacticOrigins
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RE: New Features I Would Like to See

Post by GalacticOrigins »

WolfP, the single mission is common since the trans needs to reequip the soldiers and the trans fuel point is tracked from mission site to base. Any trans or fighter that does not have enough fuel to return home ... this does not happen. They always abort and head home. Since the game tracks the destination from Main Base (MB), the program is able to stop 'self suicide crashes due to lack of fuel'. This is also in the original game. You can, however, change the fighter missions. Anyway, think of the single mission for transports as part of the Strategy. Do you a) handle that Cruiser or b) go to the Terror site? Can't do both, usually, so choose wisely. [8D]
 
Anyway, I'd like to see more enhancements to the base facilities. Modules may be added to the existing base buildings, giving them bonuses. Any example my be the labs, the number of research projects is limited but if you build and add a new 'add-on module' you may research more projects simultaneously. Or choose to add a module giving you more scientists, or a bonus in a given area (useful for the workshop, do you want to make ammo fast or fighters?) Anyway, this would most likely be for a new, 2nd game.
 
Of sorts of modules could be thought up. Since, unlike the original game, the player only builds up one main base, this concept of 'building modules' would readd the original game's cool feature of designing bases on your own. As it stands now, players do not build about 1/2 of the base buildings.
WolfP
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RE: New Features I Would Like to See

Post by WolfP »

ORIGINAL: GalacticOrigins

WolfP, the single mission is common since the trans needs to reequip the soldiers and the trans fuel point is tracked from mission site to base. Any trans or fighter that does not have enough fuel to return home ... this does not happen. They always abort and head home. Since the game tracks the destination from Main Base (MB), the program is able to stop 'self suicide crashes due to lack of fuel'. This is also in the original game. You can, however, change the fighter missions. Anyway, think of the single mission for transports as part of the Strategy. Do you a) handle that Cruiser or b) go to the Terror site? Can't do both, usually, so choose wisely. [8D]

Anyway, I'd like to see more enhancements to the base facilities. Modules may be added to the existing base buildings, giving them bonuses. Any example my be the labs, the number of research projects is limited but if you build and add a new 'add-on module' you may research more projects simultaneously. Or choose to add a module giving you more scientists, or a bonus in a given area (useful for the workshop, do you want to make ammo fast or fighters?) Anyway, this would most likely be for a new, 2nd game.

Of sorts of modules could be thought up. Since, unlike the original game, the player only builds up one main base, this concept of 'building modules' would readd the original game's cool feature of designing bases on your own. As it stands now, players do not build about 1/2 of the base buildings.

Ahhh my friend...but taking two sites down is a decision to be made as part of a larger operation. Let's say I planned it in such a manner that I knew which point was the furthest I could reach and still be able to hit another on the way back, which I did. I'm not a genius, but its fairly easy to figure out what the operational range of the a/c is. Second, shouldnt it be my choice as to whether I need more grenades, bullets, and bodies to complete another mission? Its called risk and why the...what is it, a confederacy?..Confederacy of Esperanza pays me the big bucks; to make those decisions and take those risks. [:D]
"The walls are how high!?!...Crap!" - Lt Presley O'Bannon -
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Hard Sarge
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RE: New Features I Would Like to See

Post by Hard Sarge »

if that is the case, then take off as soon as you as you land, you can take off with out a full fuel load (if you don't have enough fuel, you will turn around and land)
 
 
Image
GalacticOrigins
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RE: New Features I Would Like to See

Post by GalacticOrigins »

I can relate, however I think part of the strategy is choosing which missions are more important. Otherwise, I think you would clean up.

This 'strategy' feature was also part of the original game, and I remember feeling just like you then. Still, I sometimes skip some missions.

Heh, I think this game makes one choose. When the first Cruisers (CA) appeared, and I shot them down, there was always a Terror mission. Sometimes I could get the downed CA, sometimes not. Ever wonder why those Terror missions appear so far away?

Anyway, there usually are not too many missions available at one time. (Except, of course, about 3-4 months into the war when there are many ...)

BTW, as for the double click move suggested earlier, I think a double click would be nice for any soldier below 1/2 AP, otherwise I would be clicking like crazy.
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The Gnome
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RE: New Features I Would Like to See

Post by The Gnome »

I would love to see the hard coded time factors and tech triggers removed. I know if I research tech 'X' it will trigger some new level, and this just seems hokey to me. Also, I despise playing against the clock. We all want to play at our own pace, maybe we can make the time adjustable, with an option for toggling it off?

Here are a bunch of things off the top of my head and not in any particular order:
- UFOpedia - more useful information, or just more readable.

- Two click movement. Click the unit to select. Click a spot on the map and it either highlights that square, or ideally, highlights the path the unit will take. Click the same spot to confirm the movement, or right click to clear.

- Give me a visual queue if there is a target with a direct LOS. I have having to target an enemy and click him to get the "No line of sight" message.

- Do not take me out of targeting mode if I make an invalid attempt to target something. This coupled with single click movement is a frustration waiting to happen. Scenario: Click an in hand grenade to bring up the targeting reticle. Click a square and get the "Cannot throw to this square error"

Of the squares I cannot throw into could just be grayed out and that would solve lots.

- If I click a weapon to activate the targeting reticle, and attack a target, keep me in targeting mode if I have enough AP to continue firing.

- I'd like my soldiers to have a wider arc for vision. I mean surely their necks work and look around once in a while. Maybe it could be a sliding scale based on rank? The vets know to keep their eyes peeled!

- Mouse selection is a pain. Sometimes (many times) I'm hovering the cursor over something and it either jumps to another square when I click or nothing happens. I find myself having to get my mouse into the sweet spot to select something. Again, coupled with single click movement, this is a frustration waiting to happen.

- I wish the missions varied more. I'm still in the beginning and just hit a couple of terror missions. They don't seem terribly different though.

- I love how your troops are reprovisioned automatically when you return to base. Occasionally, though you get the message "Not enough material to resupply your troops". It would be nice to know what the shortfall was so I can restock.

- I love how much the environment can be interacted with... walls blown down, trees shot away, etc... I would love to see more! More chances for concealment and cover would be grand... holes in floors, rubble, debris, and more trooper states than just crouch to take advantage of it!

- Random name generator needs some work. More names, more randomness would be nice. Pretty low priority but something I noticed.

- Tanks don't seem to be worth the time or effort. I'd rather have 4 troopers than 1 AFV any day. The troopers scale, being able to improve equipment and experience, and are generally more flexible. This is more of an observation than a suggestion.

- I'd love to see aircraft have experience and aircrew with fun ratings to improve.

That's it for now, I have a lot more, but need to get some work done! Also, I love the game, these are just things to make it better.
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Rob Brennan UK
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RE: New Features I Would Like to See

Post by Rob Brennan UK »

Hi all , great game ..

New additions .. Please please please add an auto save feature daily/end of mission , whatever as my game has an odd habit of crashing out to windows. fixed the main culprit ( dispay drivers) but it just went down again afer 8 hours of play ! .. my own fault for not saving. [:(]

So in summary .. AUTOSAVE PLEASE [&o][&o][&o]
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
WolfP
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RE: New Features I Would Like to See

Post by WolfP »

ORIGINAL: GalacticOrigins

I can relate, however I think part of the strategy is choosing which missions are more important. Otherwise, I think you would clean up.

This 'strategy' feature was also part of the original game, and I remember feeling just like you then. Still, I sometimes skip some missions.

Heh, I think this game makes one choose. When the first Cruisers (CA) appeared, and I shot them down, there was always a Terror mission. Sometimes I could get the downed CA, sometimes not. Ever wonder why those Terror missions appear so far away?

Anyway, there usually are not too many missions available at one time. (Except, of course, about 3-4 months into the war when there are many ...)

BTW, as for the double click move suggested earlier, I think a double click would be nice for any soldier below 1/2 AP, otherwise I would be clicking like crazy.

Yeah...understand about the cleaning up bit, and can see how it could be abused, especially if you loaded the troops down with that particular option in mind. Its annoying that there is no way to exploit success. You get away clean, with little ammo used and you send a plane full of gas, ammo, and troops back to base. Oh well. When you say 'original' are you talking about x-com or an unmodded version of this one. I cant remember because its been years since I've played the x-com series, but thought you were able to hop on multiple missions as long as you had the gas and troops to do it. I am getting old, and my memory is going. That was the first and only time I have been in that position. Normally, by the time a mission ends, I'm so shot up, I cant do anything but return to base. On a side note, I always go for the terror mission, cant leave the poor civies hanging no matter the potential benefit elsewhere. It just dont seem right. [;)]
"The walls are how high!?!...Crap!" - Lt Presley O'Bannon -
GalacticOrigins
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RE: New Features I Would Like to See

Post by GalacticOrigins »

Original X-Com was like this I beleive. I, too, am not as young as I used to be.
 
Yeah, Terror has high priority for me, too [:)]
bbmike
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RE: New Features I Would Like to See

Post by bbmike »

What about proximity grenades? I used to love setting traps for Sectoids. And where ARE the Sectoids? I miss those little grey guys.
The ability to prime grenades! That was cool. They way I had to move my guys after one them dropped a grenade after getting shot.[:D]
And what about flares? I miss those too!
And names like Uta, and Ludmilla, etc. etc.[:)]
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The Gnome
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RE: New Features I Would Like to See

Post by The Gnome »

Oh here is another one, I'd love to have item stats appear in a pop up window on mouse hover. I hate being in the personnel screen outfitting everyone and having to go to UFOpedia to get item stats.
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Herrbear
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RE: New Features I Would Like to See

Post by Herrbear »

I would like to see when starting a new game that one of your soldiers start at level 4/5 instead of all being Rookies. It would seem to make sense that there would be a Sergeant in command of the new group.
Hanal
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RE: New Features I Would Like to See

Post by Hanal »

Have all equipment of hospitalized soldiers automatically be put back into storage, or at the very least, a button which clears a soldiers inventory.....
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