Mods (EU2012)

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Revision as of 21:40, 21 October 2012 by PocketNerd (talk | contribs) (Added an idea for modding in will bonuses past Colonel rank)
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This is the place for mods or for suggested improvements to things that currently function but would be "better" a different way.

In-base Menu Buttons
  • Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be "touchy" in that you have to hover over just the right spot to engage the button. For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right. Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.
  • Suggestions: Improve the clicking area of the button and set the buttons so they don't move as the number of digits in the quantity changes.
Situation Room layout
  • Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.
  • Suggestions: Allow the menu to fold up and hide. Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.
Mission Control zoom-out
  • Current: Right clicking while in the "scan" view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base. If you click on another facility's menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe. This only happens with Engineering and the Barracks.
  • Suggestions: Don't show the other facility's buttons until the rotation is complete and zoom out begins. Fix code to allow a quick click while rotating before the zoom out. Remind players to be patient.
Mission prep
  • Current: When you go to the Hangar to prep for a mission, it's harder to click around and view your soldiers or change their loadout. For example, you might have to edit the chosen soldier's loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad. You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar's launch mission screen.
  • Suggestions: Make the barracks mechanics usable for mission prep. I'd like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I'm taking on the mission, back out only a click or two, and be ready to launch mission. It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.
New maps

A farm like the old XCOM. A multi-story building with many levels and stairways (could be a good VIP rescue map).

Building animations out of sync
  • Current: The same building type has identical animations, making it look very unreal.
  • Suggestions: Could make the animations out of sync.
Watching the Ant Farm
  • Current: It is not possible to zoom in to some building types.
  • Suggestions: Allow the above.

Soldiers

  • Randomize the soldier's stats, which would make the player "search" for the perfect squad.
  • Ability to send wounded soldiers in the battle with penalties based on their wounds.
  • Small bonuses for soldiers fighting within the borders of their country of origin.
  • Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)