Version 1.0
Summary: Will focus on a remake of the original game, while addressing issues from the original and setting the groundwork for modular expansion. Variations from the X-Com inspiration include:
3D layout for the Battlescape portion of the game. Isometric view with camera panning and limited zooming similar to Warcraft III.
Tile based movement in Battlescape is replaced with a location system and free movement.
Structures are still made from tiled chunks to allow for building destruction like the original, but a realistic physics system used when buildings are damaged.
3D layout for the base view, using 3D models for the various facilities. A 6 by 6 square grid for facility placement, but built using a finer grid or gridless system constrained by the shapes of the facilities. Bases will likely have more than 1 level.
Time system replaced with time bar to adjust speed.
Maps are randomly generated from tile sets based on geographic location.
X-Net (formerly UFOPedia) will have 3D based graphics with possible animation of items.
Modular coding system that seperates parts of the game from each other. Allows for later implementation of player mods within each part.
Name lists for soldier names. Names will be based on the continent that the recruiting base is in. The list is a text file, so any number of names can be added for variety.
Soldier model's ethnicity will also be influenced by continent of the recruiting base. As with the names, some variation will exist so that you can get a non-stereotypical soldier. Provides international flavor to game.
Damage system is more realistic, includes different types of damage and destruction of objects so that there's no "floating" objects.
Available funds will be displayed in the Geoscape view.
Soldier ranking and promotion will be adjusted to allow better player involvement.
Later Versions - Wish List
Summary: These are some of the ideas to be considered for later versions of the game.
Battlescape/tactical ideas
Multiple players could enter a crash site simultaneously in multiplayer games.
Fog of war within battlescape. You see all buildings and fixed objects from the start, only aliens and civs are concealed.
Use of items not researched in the field. Incurs a penalty, such as chance for item to explode.
Modable map system that allows for unlimited variation in the battlescape.
Non-combatants present during base raids, similar to civilians whose loss would affect strategic play.
Interaction with civilians during terror raids and peace time.
Player bases include an upper level which reflects ground level for the bases' location.
Specialized alien raids of player bases to achieve centain goals, like rescuing an alien commander or destroying research items.
Audio feedback in the battlescape. Could include spotting aliens, going berserk, dying, or just responses to mouse click actions.
When aliens control a country, national operatives will try to rescue downed ufos in their territory. Soldiers encounter those operatives as well as the aliens if they arrive after a certain amount of time, and have to fight both.
Accuracy increases only improve for the weapon you use, based on classes-pistol, rifle, and heavy. Going to a new tech level (laser, plasma) incurs a 5-10% penalty to accuracy. If you use a new weapon class, you must improve your accuracy from the starting accuracy level.
Researching alien tech allows making weaker human versions, later research can upgrade the power to match alien tech, maybe exceed it.
A Psi user must have line-of-sight to attack an alien. Psi stregth drops with distance, similar to an accuracy drop.
When craft have taken damage their battlescape texture would reflect it, possibly showing smoke animation as well.
Facilities, aircraft, and equipment stores could be damaged or destroyed during an alien base raid.
Various easter egg models in the battlescape that could be used as weapons. Hunting rifle, frying pan, steak knives, etc.
Replay or save battlescape games for later review in a turn-by-turn mode.
Increased set of psi powers to learn/research. Allow you to help panicked units or affect the battlescape.
Called shots to specific body parts to have different effects on the target.
Physical damage from soldiers and HWPs. Tanks could flatten walls and bugs alike. HTH combat using melee weapons
Geoscape/strategic ideas
Multiplayer version, playing either the Humans or the Aliens, possibly multiple agencies defending against aliens. Time cannot be stopped in multiplayer.
Different levels of alien control in countries at the start of play, with player running a rebel group of freedom fighters.
The hiring process for soldiers, engineers, and scientists will include a random pool of individuals to choose from that is replenished over time.
Some research leads to dead ends or just increases the story line, rather than always provide strategic or tactical advantage.
Automated option for buying and selling of items.
Additional alien races.
Additional weapons and equipment, including alien-only, human-only, and hybrid versions. Variations on existing weapons to add variety. Air strikes from air support units.
Bases can be near/within cities to allow for defense of those cities.
Terror sites are affected by the time it takes to reach the city. Civilian casualties increase the longer it takes a team to arrive.
Base layout is based on a gridless system, with a freeform layout.
Facilities include larger or more advanced versions which will affect cost, efficiency
Modified soldier healing using medical facility. Required for any healing, upgrades will heal faster.
Modified soldier training based on group learning and stat averaging.
Use of engineers or other techs to repair aircraft and HWP.
Collaborative use of scientists at multiple bases, each base has extra facility for this. Perhaps admin facility?
Alien base attacks affect strategic areas, like damaged facilities, destroyed equipment, scientists/engineers killed like a terror site.
Alien DNA research allows cyborg/mutant soldiers ??
Expanded levels of research and equipment that maintains game balance. Modular design of aircraft including engines, weapons, and armor.
Multiple versions of each craft will be available, player can choose which one they want or choose the default for that continent.
Purchase and sale prices fluctuate due to random market conditions and the amount the player sells and buys.
Player option to have partial clips merge into full ones or keep them partial. Leftover ammo kept in partial clip.
Soldier morale varies based on the aliens being faced and previous breakdowns. Kills increase bravery, breakdowns reduce it.
Aircraft can be sent out with less than 100% fuel, and transports can go to more than 1 drop site before returning to base.
Random events that have minor effects on gameplay. Some interaction possible to improve results, or quick acceptance of default result.