XCOM: Enemy Unknown
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Pendra

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Pendra37

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This small stand alone app emulates the Interception minigame. There is a small update to mechanics, that makes it tactical and fun. If you like it, I may make it happen in-game, too. In the meantime, you can combat UFOs anytime.Now with sounds and visual hit/damage effects.

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This is a little app that emulates the interception minigame. I added my mod idea mechanics to make it more tactical and fun. You have actual control over your interceptor. Tell me if it would work better in XCOM Interception than the current pure RNG. If so, I will make it a mod. 
Alternatively, I can add a game/story mode to this exe. You know, you start out small. Manage resources received after interceptions. Buy planes, improve weaponry and tech, engage thougher UFOs etc.   

It is a light tactical game which is based on maneuvers. Those replace and change the current static interception modifiers. 
The game gives 3 random maneuvers from the available pool every X secs. The player may select one at a time. 
The UFO aim and dodge values would update periodically as well. 
The shots back and forth happen automtically with the hit or miss calculated like in the tactical mode.  
The hit chances are displayed on the game screen with %. It is Aim-Dodge. The actual values are not displayed. If you want to follow that, it can be seen on the start interface. However, I found that following 2 values constantly and selectin maneuvers based on those is hard. Following 6 values is almost impossible.   

You can change the initial Aim, Dodge, Health, Damage, Rate of fire, maneuver frequency and duration values.

In the top right memo, you can see and change the combat effects of the maneuvers 
{} is the name,
[] is the Aim modifier, 
<> is the Dodge modifier, 
() is the Time modifier. 
/\ is the icon type
The .. means random number in the range, the x means multipy, the % means divide the value. The AIM is your current Aim value, the DODGE is your current dodge value.

The UFO maneuvers, like the XCOM craft. If you see sudden big changes in percentage, it is likely that the UFO did a Defensiv spiral.

The combat works, like in XCOM. The Aim - Dodge is the hit percentage, checked against a RNG. If hit, the health will decrease. If zero, the game is over. Retreat works only if your Dodge is greater than the UFO's Aim. The Dodge value can't go below 0. Use the three buttons (like the current modifiers) to control the engagement and win or survive. 

If you want to simulate the regulard XCOM EU/EW engagements, set the New move in every ... value higher than the Flight time value.
With this, the start Aim and Dodge values remain the same until the end.  

After modification, you need to Save the values to make the changes take effect. 

Don't add letters, spec chars or nonsense values into the editboxes. The app may crash. 


A little more about in game integration. The combat part is just one section of the idea. Because of the dynamical nature of the engagement, various modifiers can come into play. Some to increase offense, defense, speed, health or a combination of those. 

The weapon should be replaced with a modifier package, that holds a combination of the modifiers below.
 
Accesible through research:
Engines: 
Tuning: Earth tech, duration buff 
Thrust vectoring: Earth tech, aim + dodge buff
Improved compressors: Alien mat based, duration + Repair time buff 
Super afterburner: Floater + Alien mat + Elerium based, UFO will never outrun 
Gravitic boosters: Alien nav + UFO constr based, Full Cobra maneuver  
Gravitic Drive Prototype: Live Thinman + UFO const + Power S. + Alien Nav based, duration + aim + dodge buff, repair time debuff    

Airframe: 
Plasma shield: Earth tech, decrease damage 
Stealthy materials: Earth tech, dodge buff, aim debuff 
Lighter airframe: Alien mat based, duration + aim + dodge buff, less HP 
Reinforced airframe: Alien mat based, aim + dodge debuff, decrease damage
Improved ordanance racks: Mechtoid, rate of fire buff
Self healing systems: Alien mat + elerium + cyberdisc based, Major repair time buff   
Intertial dampener: UFO construction + Power S., aim + dodge buff

Electronics: 
ECCM: Earth tech, aim buff
Shielded wires: Earth tech, decrease damage + Repair time buff
Neural interface: Sectoid + Meld + Alien Nav + UFO Const, aim + dodge buff
Targeting matrix: Alien Nav + Elerium, rate of fire buff
Power source seeking: Power S. + Sectopod based, big aim buff, major devastation to UFO. 

This would make the airwar more tactical in a sense that you could customize your planes the way you want and can. See a big UFO, send a heavy interceptor with defensively upgrades. Or, send a light craft with dodge bonuses.

The available air weapons should be selectable before takeoff. Once a weapon system is integrated, switching between pods should not be a lengthy procedure.  

New building:
Simulator room: A fix aim and dodge buff until the building is available

Officer training updates:
Top Gun school: Gun Pass maneuver available

Even the pilots may be improved.
Fast reactions: Changes maneuver selection more often
Aggressive: Attack related maneuvers appear more frequently
Cautious: Defense related maneuvers appear more frequently
Sharpshooter: +5 AIM after every aim increasing maneuver