Wish List (TFTD)

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Revision as of 14:22, 13 December 2009 by Spike (talk | contribs) (→‎New Features: sonar, radar, land, sea. 1st War equipment. Response to various new weapon suggestions.)
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Suggestions for fixes or improvements that would be nice to have for X-COM: Terror From The Deep (TFTD). Since TFTD shares its game engine with X-COM: Enemy Unknown, there are many problems that are common to both games. Please make any shared/common wishes under th EU Wish List (link at the bottom of this page).


Fixes

Geoscape

  • Research Tree bugs
  • The really annoying "Cannot intercept over land" message that pops up continually (more than once a second) during some pursuits along coastlines.

Battlescape

  • Underwater-only weapons reaction-firing on land
  • Bio-Drone melee attack has no effect. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent.
  • Bugs with MC at the end of one stage of a multi-stage mission. (Does this also affect EU, e.g. the 2-stage Cydonia mission?)
  • Permit aliens to use carried melee weapons. (This is a game engine bug that applies to EU as well, but is moot since EU aliens don't have carried melee weapons.) This fix could inadvertently make the game easier, as aliens would use Sonic Pulsers (their default option since they can't use melee weapons) less often. So it is essential to ensure the AI chooses sensibly between drills and Pulsers.
  • Make ship terror missions less annoying, especially the passenger ship. Aliens hide in labyrinthine structures and every single spot needs to be revisited if a single alien is left out, otherwise the mission is failed. Often over 100 turns are needed to win, as aquanauts quickly run out of energy and finding the last cowardly tasoth is a pain.
  • The above also applies to other missions, namely the 2nd stages of alien colony assaults and artifact sites, but both can, fortunately, be won without killing all the aliens.
Specific suggestion as to how to do this please? For example, reveal last 1-2 alien positions after XX turns, or (EU style), force all aliens to go on the offensive after XX turns (probably not as this is too easy). Spike
Easiest method would be to edit the map modules ("lock" some doors) and route node tables to remove the hidey holes. Heck, just messing with the nodes might be enough to do it - for example, at least one actually allows for large units to spawn in a tiny cabin where they can't move at all. Assuming you find it, you've then got to deal with reaction fire from a critter that will always have maximum TUs on your turn... Stupid Xarquids... Bomb Bloke
In my view, the problems lies in the fact that the last terrified alien simply picks a hiding spot and remains there until you find it. Aliens should be more active, more aggressive. It's not a matter of game balance or difficulty, but playability. mingos
Good point, there are at least 2 cases: aliens with failed morale, and aliens stuck in the map. For aliens with failed morale, the game should just end with them as prisoners (if they have no built in weapons and no chance of regaining morale). But for aliens stuck in the map by walls or waypoints or whatever, as Bomb Bloke said above, more measures are called for. Spike 20:42, 12 December 2009 (EST)
I'm not sure it has anything to do with morale. After a few turns they'd've recovered from any "frights" they had (assuming they didn't drop their guns, but seeing as it's often Tentaculats which go "missing" I doubt that has much affect on matters). I think the route nodes just send them on one way trips into certain out-of-the-way areas. The aggression stat (unitref(44 / 2C)) might actually be the way to go - the theory is that pumping this higher makes a creature more likely to leave cover and attack your agents head on. By default most aliens already have it "maxed out", but for all I know the value can be cranked higher then the observed cap of 2. - Bomb Bloke 00:59, 13 December 2009 (EST)
Same happens to me with other races too. Bio Drones and Tasoths seem to do the same quite often. While Tasoths are probably shaken up and disarmed, entaculats and Bio Drones have their weapons inbuilt, plus, they rarely panic. Not long ago I saw a Bio Drone fire from cover each turn, then hide again, and after I started looking for it, it simply picked a hiding spot and stayed there for ~20 turns until I found it and zapped it. The funny thing was that it was the beginning of the mission and there were only 2 or 3 aliens killed so far. mingos

New Features

  • Airborne Interception - what's the point of flying subs without air to-air weapons anyway?(Avalanches anyone?) Surely it's better to 'splash' the USO before it makes it to the safety of water?
  • Alternatively, get rid of the pretense that subs can fly. How does sonar track a USO over land, anyway?
Both sonar and radar use the same principle (radio or sound waves being emitted and reflected back to a receiver) so it isn't unconceivable to have equipment that can use both detection methods. Hobbes 22:35, 12 December 2009 (EST)
Hmm. Steam engines and internal combustion engines are pretty similar too but you rarely see both on the same vehicle! The sensors in TFTD are called sonars, not sonar/radar combinations. I would be quite happy if the names were just changed from Sonar to Sonar/Radar or to Sensor, that would be fine. It is possible to use something very similar to passive sonar to track bearings to aircraft, similar things were used in WWII before the development of radar. Without triangulation, it would be very difficult to get the actual range to the target, and almost impossible to get the target's heading and speed. It is very normal for modern subs and surface ships to have both sonar and radar, but they are totally separate systems aboard the vessel, with different capabilities. I would be fine if the name was changed to Sensor or Sonar/Radar, and the UFOPaedia description changed to say that it used both technologies. Mainly I just object to the flying subs not being able to intercept over land. You can see why though, since it would pose the question of why there were no land USO recovery missions. But you could just take the same approach as EU. Just as UFOs disintegrate if shot down over water, USOs could disintegrate if shot down over land. Or even better, the land/sea game below, allowing land recovery vs USOs and underwater recovery vs UFOs. Spike 09:22, 13 December 2009 (EST)
  • Combined land/sea game, with subs and aircraft, USOs and UFOs, Aquanauts and Soldiers, land and sea bases. Now that would be cool!
  • A slightly less dramatic change: on any land mission, automatically swap Dart Guns, Jet Harpoons, HydroJet Cannons and Torpedo Launchers for (respectively) Pistols, Rifles, AutoCannon and Rocket Launchers "from stores" (including their ammo of course). Purchase price of the weapons would be doubled (or just add the cost of the XCOM-EU equivalent) to reflect this versatility.
Essentially the game would switch icons and elements of OBJECT.DAT for a land mission. Could also switch Grenade types perhaps? But it's best to keep some underwater weapons (eg Gas Cannon), especially for land missions where there is some water present. Conceivably, in recognition of the progress made by X-COM, and the increasing threat, the authorities might even make available some of the scarce (?) stocks of laser weapons, to exchange for Gauss weapons during land missions. (But this is not really necessary, as Gauss weapons are quite adequate on land.) Working plasma weapons of course have long since vanished due to lack of Elerium. (Although by the same argument, 1st Alien War-era Personal Armour should be issued to any unarmoured troops on land missions. Maybe it takes 200% damage from Sonic weapons.)
    • Variant on this - allow 1st Alien War equipment to be purchased or leased by X-COM, for a quite high price, to be used on land missions only. Mainly laser weapons and armour. Spike 09:22, 13 December 2009 (EST)
  • Bind equipment set to Aquanaut, so not to pick it every single time.
  • Add mortar (acting both on land and underwater).
A mortar would be very advantageous to X-Com, since a lot of the tactical difficulty in the map is aliens hiding behind obstacles to direct fire. This is what grenades and Pulsers are for of course. An indirect fire weapon seems kind of 'realistic' but I'm not sure helping X-Com kill aliens is good for the game balance. Spike 09:22, 13 December 2009 (EST)
  • Make Gauss useful?
Explain? Gauss weapons are pretty useful. A big improvement on the starting weapons. Make them "more" useful? The XComUtil variant of Heavy Gauss is more useful, it packs quite a punch. Specific proposals please? Spike 09:22, 13 December 2009 (EST)
  • Add Ion weapons (They have Ion Beam Accelerators, right?). So why not make them smaller, more compact, and fire faster (if not weaker) shots?
From the description of Gauss weapons, they sound similar to an Ion weapon of some kind. But yes in general maybe the discovery of IBAs could help the humans develop some weapon and not just armour/mobility technology. But then, the aliens don't seem to have a weapon based on Ions. Though some of the creatures (BioDrone, Xarquid) do have particle-type weapons. Maybe X-COM could design a new weapon based on these principles. Does the game really need new weapons though? Spike 09:22, 13 December 2009 (EST)

See Also

Wish List (Enemy Unknown)