XCOM: Enemy Unknown

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szmind

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SQUADRON UNLEASHED 2.0 DEVELOPMENT (2 comments)

  1. szmind
    szmind
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    I have pushed the work on this project beyond "great plans". I will be probably dropping some alpha versions for tests and as teasers. Feel free to drop your dreams/suggestions/critics. Consider pretty much anything possible
    1. szmind
      szmind
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      Last weekend I have managed to get basic ship control working. It is done with keyboard arrows and/or mouse clicks.
      up/down scrolls through shipsleft/right moves ship close/back
      space/enter - disengage the ship from battle (abort)
      click on a ship to select it, click once more to toggle position (close/back)

      The idea is to make ships which are close to UFO gain some sort of aim bonus (however I am not sure if it should be the case for short range weapon which simply MUST be in range - so why extra bonus?). Ships that are close would be prioritized as targets of UFO shots. Stances would probably work totally different. Instead of providing static bonuses to hit chances (or to-be-hit chances) the stance would probably determine responsiveness to battle controls. AGG would refuse "increase distance" command while "DEF" would refuse to "get closer". These would only respond to "abort" command.
      Weapons will be probably split into long/short range. A long range weapon would gain to-hit bonus when the ship gets closer. I consider adding ammo to missiles to encourage using "cannons" (unlimited ammo) and make ship equipping be more strategic. On the other hand re-arming hours would be decreased significantly or made weapon-type-dependent.

      This is just a bunch of ideas in my head.