This page is designed to provide you with the most up-to-date information on any future games in the X-Com series.
The next X-Com
| Shacknews is reporting that legal documents have indicated that Irrational Games, makers of Freedom Force, BioShock, and System Shock 2 are working on a new X-Com game. Currently no information is known about this other than a legal document which listed X-Com and the fact that Take-Two Interactive apparently acquired the X-Com property from Atari in 2005. Take-Two Interactive also acquired Irrational Games shortly after getting the license. |
After X-Com's absence, many have created projects in the vein of
X-Com. Due to the increasing amount of these projects that are actually
well done, I have decided to list them here.
| Name: | Started: | Information: |
| EDF: Earth Defense Force |
2000 | The EDF project has been in product for many years, and is
probably the oldest of the projects. EDF, however, is mostly just
concept. >> No Working version available. No Screenshots available. |
| UFO2000 | 2000 | UFO2000 is a multiplayer version of X-Com that uses X-Com's
original graphics files. Works with UFO and now TFTD files. >> Working version available. Screenshots available. Requires: X-Com or TFTD |
| Aussie
Defence Squad |
2001 |
ADS is Byron Schubert of
X-Command's game featuring terrorists versus counter terrorists. >> Working version available. Screenshots available. |
| Invasion 2021 |
2002 | Invasion 2021 is a X-Com styled game that is promising to not
just copy X-Com, but to offer some original touches of it's own. >> No Working version available. Screenshots available. |
| Xenocide |
2002 | Xenocide is a 3d version of an X-Com styled game. It started
as just a geoscape view, but now full tactical parts are in development. >> Alpha version available. Screenshots available. |
| Project:
Talon |
2003 |
Project: Talon is an
configurable strategy wargame inspired by the X-Com series of games. >> Working version available. No Screenshots available. |
| X |
2003 |
X is a freedom force
modification that allows you to do story based missions against aliens. >> Working version available. Screenshots available. Requires: Freedom Force |
| UFO
Alien Invasion |
2003 |
UFO Alien Invasion is one of the newest fan
projects, but is easily one of the best looking. Made with the Quake
engine, UFO:AI has full 3d tactical combat in the style of X-Com with
support for OpenGL and multiplayer support. >> Playable demo availible. Screenshots available. |
Know of any other X-Com style fan projects? email.
Since X-Com's release in 1994, many people have tried to capitalize
on it's success, though few have been sucessful. Here's a few games
that
have similar gameplay to X-Com, be it with tactical squad based
missions or full "save the world" style global commanding.
| Name: | Year: | Publisher: | Information: |
| Jagged Alliance |
1994 |
Jagged Alliance game out around
the same time of X-Com and featured turn based squad tactical battles.
The game had you leading a band of mercernaries. |
|
| Guardians: Agents of Justice | 1998 | Microprose | A game that featured comic book heroes that fought evil, Guardians was set to be, well, X-Com with superheroes. Unfortunately, this game never saw the light of day, as it was being canned after several delays. |
| Abomination: Nemesis Project | 1999 | Eidos | A tactical based game by some former members at Microprose. |
| Fallout Tactics | 2001 | Interplay | Fallout Tactics took Fallout and added a little bit of tactical gameplay to it, which brought many comparisons to X-Com. Lead your squad through the wastes, fighting for the Brotherhood of Steel. |
| Laser Squad Nemesis | 2001 | Mythos | Laser Squad Nemesis actually is a sequel to a game that predates X-Com. The original Laser Squad design is what Mythos based X-Com on. The new Laser Squad is set to provide PBEM multiplayer and turn-based strategic gameplay. |
| UFO Aftermath |
2003 |
ALTAR |
After Mythos Games' collapse, the rights to
'Dreamland
Cronicles' went to a company called Altar, where it became 'UFO
Aftermath'.
Set in the style of X-Com, UFO Aftermath follows an organization that
sets out to reclaim the planet after it has been ravaged by an alien
attack. |
| Silent Storm |
2004 |
Nival |
Silent Storm is a WWII turn
based tactical wargame with full 3d and deformable terrain. |
| UFO: Aftershock |
2005 |
ALTAR |
The sequel to ALTAR's UFO
Aftermath promises to have the inside of buildings, new techs, base
management, better AI, and loads of other features. |
| UFO: Afterlight |
2007 |
ALTAR |
The third in the UFO series by ALTAR, Afterlight sees a desperate group of humans
start a colony on Mars. |
| UFO: Extraterrestials | 2007 |
Chaos |
UFO: Extraterrestials is another turn based X-com game that promises to have deformable terrain, advanced AI, and good looking graphics. |
Know of any other X-Com style games? Send me an email.
Due to certain games in the X-Com series being canceled after the
Hasbro
buy-out, it was necessary to make this section. Many X-Com games have
gotten
the axe, and others are left in a state of flux.
X-Com:
Genesis
X-Com Genesis was to be a return to what X-Com orginally was.
In many
ways, the game was to be very similar to X-Com: UFO Defense (UFO: Enemy
Unknown). It featured a nearly complete 3D engine that supported 3D
acceleration
and the like. In the storyline, Genesis would have been set AFTER
Interceptor
and Apocalypse. No other details were available. Sadly, in
December
1999 Hasbro closed the studio that Genesis was in production at, and as
such Genesis can never be released in any way, shape, or form.
|
Dreamland
Chronicles:
Freedom Ridge
| Not an actual X-Com game, Dreamland was
a game
similar to the original X-Com that is being created by Mythos.
-- from the Bethesda
Softworks press
release... Throughout the game, players will take part in a deep, involving plot and uncover the truth about Area 51, alien abductions, and the mysterious Men in Black. Players must create new bases to supply forces, protect the surviving civilian population, and fight for every resource they need, since money is now worthless. Working with anything from scavenged F16 aircraft and M16s to mystifying alien technology, troops will need to master all manner of weaponry and vehicles for tactical squad-based combat against alien foes at hotspots around the globe. "Mythos Games is known for creating strategy games that redefine how gamers look at a particular genre," said Vlatko Andonov, president of Bethesda Softworks. "The original X-COM changed the way we looked at turn-based games, and Magic & Mayhem turned real-time strategy gaming on its ear. We believe Freedom Ridge is going to have an even greater impact." Unfortunately, there was a falling out between Mythos and
Virgin Interactive
(who owned the rights above Bethesda), and Mythos was forced to abandon
the project. Since then, it was given over to Altar Interactive and
ended up being completely rewritten. The game based on this (UFO
Aftermath) is now available.
|
X-Com: Alliance
| X-Com Alliance was a 3d shooter based
on the
Unreal engine (which features all the latest features of 3d
acceleration).
The game is squad based, played from a first person perspective. Small
on-screen displays at the top of the screen allow you to track your
teammates,
of which you can have up to four. Multiplayer should be supported, and
since the Unreal engine has a client/server model, permanent XCA
servers
should appear around the games' release.
The game apparently takes place after the first X-Com war. A mission is sent to Cydonia on Mars to retrieve alien artifacts. However, an unexpected dimensional gate transports the X-Com personal sixty light-years away. The X-Com soldiers find themselves in the middle of a war between the Grey Alliance and a race called the Ascidians. X-Com teams up with the friendly Ascidians and attacks the Greys. The strategic element is still in place. The soldiers' home base is the USS Patton and between missions you will make decisions on retrieval of items, research, outfitting squadrons, and other mission choices. Unfortunately, there were a number of setbacks during the
production,
including the main programmer leaving/being canned from Microprose. At
this point, it does not look like the game will ever see the light of
day.
|
X-Com "7"
| Said to be in production during Microprose's time at Hasbro,
was rumored
to be a 'pure' X-Com game of turn-based strategy and Global protection.
At this point, there is no information about the game.
The only thing we have to go on right now is the message "I
hear
you guys......and have sent your concerns to the appropriate folks here."
that was posted by an administrator on the Infogrames forum. However,
it
has been at least a year since that comment, so whatever is happening
to
X-Com is anyone's guess. It has been reported that Sid Meier's company
Firaxis
reportedly owns the rights to many of the old Microprose titles, but it
is
unknown if they specifically own the rights to X-Com or are planning
another
game in the series. However, if it were to happen, Sid Meier would be
the
optimal person to be in charge of the project.
|
| A lot of people have different ideas of what they'd like to see in an X-Com game. Here is the list of all the ideas I have received. |
| Idea submitter: | Date: | Idea: |
| drippieth@aol.com (Pete Nolen, AKA Me) |
08/23/97 | (1) Return of the "darkness" that was in X-Com: UFO Defense
& TFTD
missions. (2) True 3d World, as in scalable and rotatable, with a possible moving camera. (3) Multiplayer, with selectable real-time or turn-based (possibly PBEM). (4) Non controllable allied combat forces. (ie, armies, national guard, etc) (5) More weapons, tech, etc. V A R I E T Y. (Apocalypse was good at this) (6) AVIs for technological research, news reports, etc. Basically add more pointless stuff that looks good (but not at the expense of the gameplay, of course) (7) Above all, make another kick ass game. Track record is good so-far. :) |
| CCarlsson@aol.com | 08/24/97 | "Blade Runner" like scenes where you send in one of you best
agents
to interview a suspect alien/human under influence. The interrogation
could
end in exposure & termination, flight of suspect, clearing of
suspect,
ambush... Note: This was actually planned to be in Apocalypse, but was scrapped later. And some of you thought that multiplayer was the only thing they killed... |
| NAVDJ@aol.com | 8/28/97 | THEY SHOULD MAKE AN XCOM GAME IN THE FIRST PERSON
PERSPECTIVE. LIKE
A DUKE NUKEM 3D SHOOTER. START AT A BASE. AND GO OUT ON A SKYRANGER.
SHOOT
AT ALIENS IN THE BATTLESCAPE AND GET PROMOTED. GET NEW WEAPONS AND
ARMOR
AT BASE AND GO OUT ON MORE MISSIONS. EVENTUALLY YOU GO TO CYDONIA AND
KICK
ALIEN BUTT. THEN THEY COME BACK AGAIN UNDER WATER AND YOU HAVE TO DO IT OVER AGAIN. Note: OK Idea, but you need to learn to use lower case letters. =) Note: Being done... See above info. |
| leopard@alaska.net | 08/29/97 | (1) I think that it would be very cool if the aliens could be
able
to Murphy into a object that will allow them to be camouflage from you.
And when you stun them you will beadle to reach the Murphy object so
you
can hide from them then you can strike them back.
(2) And also the rocket launcher is getting pretty boring. But
now you
can get more out of the rocket launcher by having a mine rocket
launcher
that shoots instead of 1 rocket it fires 5 small mine rocket's all at
wone
time with a deadly blow to the receiver . |
| LYAVILEV@ORT.ORG.IL | 09/01/97 | A bag item. Many savegames. Replay of the mission. Turn object 90 deg. for more compact arrangement. Remember squad equip. Buy+sell+transfer all in one combined screen. More reasonable economy. Note: It somewhat remembered what the squad equipment was in Apocalypse, and it also combined the buy & sell screens. |
| PHIL_BOYD@bc.sympatico.ca | 11/02/97 | AN ARMOR THAT LETS YOU DO THE FOLLOWING: (1) SHOOT ELECTRICITY (2) FIRE,PLASMA (3) STUN (4) ALL WEAPONS FROM PREVIOUS XCOM GAMES IT LETS YOU TURN INTO THE FOLLOWING: (1) SKELETOID (2) MULTIWORM (3) ANTHROPOD (4) SPITTER (5) MEGASPAWN (6) HYPERWORM (7) AND OTHERS YOU HAVE IN MIND AND NO LIMITS TO THE CHANGES. AND YOU CAN FREEZE YOUR ENEMIES FOR THE WHOLE TIME EVEN STEAL THEY'RE STUFF WHILE THEY,RE LIKE THAT. AND A SHIELD ON THE ARMOR THAT HALVES THE DAMAGE AND THE ENEMY GETS THE OTHER HALF OF THE DAMAGE AND IT DOESN'T RUN OUT OF ANY POWER IN FACT NOTHING ON THE SUIT RUNS OUT OF POWER. YOU TELEPORT TO THE DESTINATION OF YOUR CHOICE. IT AUTOMATICALLY HEALS YOU WHILE YOUR DOING ANY THING. YOU CAN CLOAK YOUR SELF. YOU CAN SENSE MOVEMENT. YOUR ALWAYS PROTECTED FROM PSIONICS. YOU CAN INITIATE ALL PSIONICS. YOU CAN BLOW UP ANY THING. AND YOU FLY. IT SHOOTS AT ANY RANGE. AND BEST OF ALL YOU START OUT WITH IT! Note: This idea list is edited for grammar and readability. No ideas were removed. I'm not sure what the point of some of these ideas are. It seems that these idea would just be another "add some new graphics" game like TFTD. Also, some of these items would make your forces unstoppable, which in turn would make the game boring. I like the freeze ray idea, though. |
| PHIL_BOYD@bc.sympatico.ca | 11/02/97 | I ALSO THOUGHT YOU SHOULD START OUT WITH AN ANNIALATOR OR
2 Note: See comments on last message. |
| sechapman@Charleston.Net | 12/17/97 | I think some aliens like sectiods or other same types should
be on
your side and bought like all other troopers. Different aliens would be
better at different things. They should put it on Earth only with more
types of levels (cities, farms, forests, tundra, etc.). Maybe you could
have a mission in New York City or LA. New weapons and new gameplay so
I'd have to form a new strategy for the game. Note: Cities, farms, tundra, and etc. were all in the original X-Com: UFO Defense game. More 'Metropolis'-like cities (ie. New York, LA, etc) would be interesting. |
| jagil@erols.com (Joe Gilbert) |
01/03/98 | Besides the obvious need for Multiplayer support they should add in that you have a choice to be the aliens. And they should add more types of armours all with different abilities. |
| jforward@nf.sympatico.ca (James Forward) |
01/16/98 | Start off with armor as you did in xcom 3 ( I like the idea of not being killed with first hit) Also I would like to see the research tree more straightforward for the newbie players. Don't turn it in to a crummy FMV game keep the things that made the first game successful. Right now I am working on a hex based role playing game (powering down the weapons so you don't get kill one shot). It would be fun to fly the interceptors (first person) to shoot down the ufos. Also multiplayer would be nice if you started out with 1 average joe rookie and join a multiplayer ongoing online game against the aliens. |
| Casey Cramblit | 05/30/98 | Ok, here are my ideas for what MicroProse should do: Basically a remake of the original XCOM: UFO Defense, (not in the sense of TFTD). Revamped with SVGA graphics. Some new tilesets for the maps. Keep the eerie music, keep the dark mood. Maybe even CD audio tracks (done by professionals) Level/mission editor. More realistic physics model (i.e., floors will fall without support). Keep the turn-based combat. Multiplayer capabilities incl. modem, network, and internet. Ability to play either as alien invaders or human defenders. Maybe keep the original aliens and weapons, with a few nifty new weapons and nasty alien surprises thrown in. Definately have to keep psionic abilities and the blaster launcher. They could throw in some nice AVIs or SMKs... now that I think of it, I want to head the next XCOM project. Note: More tilesets seems to be a common request. Hint, hint Microprose. =) |
| freedan@mailexcite.com | 06/07/98 | I think that the new X-Com should be similar to UFO Defense, with the eerie music and light shading. I also have a few ideas about selling equipment. In the previous X-Coms, you could just sell stuff and get money for it. I didn't find this very realistic because who would want to buy 400 ammo clips? I think you should allocate a certain number of items on the free market and different organisations, like the ones in Apocalypse, could purchase them if they pleased. For multiplayer, I believe that you should be able to make your own corparation, and the types of technology you had could be based on what you've researched in your own game, giving experianced veterans an advantage. You should also be able to use soldiers that are in your saved games. |
| carta@erols.com (Steven Albert) |
06/26/98 | They should hire a brand new set of programmers for the X-com
4. HOPEFULLY,
they could find a competent bunch this time. The game designers have
done
an outstanding job with the last three, but the whole series has been
some
of the most bug ridden software I've used! Also, while they should
leave
beginner levels for the benefit of the less experienced, they need a super diety level which would actually frustrate and challenge people who have mastered the rest of the series. One thought to make life more difficult would be to have the aliens waging war against you directly and attacking you rather than you just intercepting them as they attack other things. Oh, and the personal teleporters combined with turn based combat made the endgame combats on apocolypse WAY to easy. They REALLY should keep a turn-based option for those of us who HATE real-time combat games, so they need to adjust the personal teleporter in some way to keep people from just warping in, killing all the guards and then blowing up the building. BTW- Why didn't the aliens try sending a strike force through to attack my bases while all my guys were out invading their dimension? Instead of waiting until they had all returned to my side of the map? One battleship built on the right cycle would have erradicated my bases and the city - not to mention how much they could have infiltrated with a simple dropship. Note:As for X-Com being bugridden, try Daggerfall or BC3k. I think that the programmers (both at Mythos and Microprose) have done rather well. They do include a "Superhuman" difficulty level, and I'm sure that new advances in AI and such will increase the difficulty level. They have included the turn-based option, and judging by the good reviews it got I'm sure that it will stay. As for personal teleporters, good point. And for the aliens attacking, well I suppose when the AI keeps getting better that attacks like that happening will increase. |
| adudzik@geocities.com (Andrew Dudzik) |
06/28/98 | This doesn't quite work as a suggestion for the X-COM series,
as such,
but if you think about it, a war against the same merciless aliens
shouldn't
be able to last for five games. If they made a different series
on
the same principle, or maybe if there was another alien race, or a
rebellion
on Earth, or something, the games would be just as good, but the story wouldn't suck. And I think they are definately running out of ideas. But four sequels to a generic kill-the-aliens plot would be hard for anybody. |
| balliet1@flash.net (NemesiS) |
08/04/98 | I think they should keep it look like X-Com 1 but with some
better
modifications! Here's a few:
1) New weapons like a multiple missile launcher. It
might fire
4 or 5 missiles simultaneously, but each missile isn't as powerful as a
single missile launcher! |
| sectoid@mailcity.com (Wayne Mockerman) |
08/11/98 | I think that a new XCOM game should be the same theme or very
similar
to XCOM UFO Defense (Which was the best game of the series in my
opinion)
but with a game engine much like Dungeon Keeper. Such as it being
realtime
and multiplayer but also being able to "posess" a trooper if you think
you can do a better job and fight in a 3D shooter type style. Also air
combat could be handled in much the same way but the tactical form of
air
combat not consisting of just dots flying around but actual aircraft
and
being able to give them direct orders. Also it would be a huge
improvement
to have governments involved. One scenario being Chine signs a pact with the aliens. The XCOM funding nations may attack China or vice-verse. Also troops from opposing countries could attack an XCOM base. And more units in a battle would be interesting. I wouldnt want to send 1 Avenger to Cydonia I would want to send 20! Also it would be fun if the conventional military and police would aid you in terror sites or just normal UFO assaults. |
| belial@redbrick.dcu.ie (db - Crimson Ghost) |
8/17/98 | You should have the option to develop your own new weapons, research time and contruction time/cost being based on certain criteria that you specify. Say you say how accurate you would like the weapon to be, how many shot's per round, ammo self recharging, single or cartridge with so many shots. How much it weighs and how big it it. All going well you get the weapon of your specifications. Of course the better the weapons the longer it take and the more expensive it is to build. It shouldn't be too hard to implement into the overall program and it would give players a much greater flexibility in what kind of tactics they want to use. |
| mall0027@ist.flinders.edu.au (Stewart A. Mallee) |
8/27/98 | They should make a tactical game with: 1. 3DFX capabilities. 2. Multiplayer, play as aliens or humans. (Teams?) 3. Real time. This is difficult to do in multiplayer, but if you make it so the slowest selected time frame was the one used, you could have a pause button. 4. Turn based, which would be easier for multiplayer. 5. definately the return of day/night missions. |
| lupus@uswest.net (Lupus) |
8/28/98 | I've got 5 ideas: 1) How about a tutorial? I've heard a few people (neophites, natch) complain that they really don't know what to do. For example: The end of the month shows up, and your expecting a big pay raise. Instead you find yourself mired in debt. What do you do? If you know that you can, you sell alien artifacts/bodies, usually for a tidy profit. But new guys don't know that. Maybe Microprose could even include little cut sceens, like the commander talking to an accountant or something. 2) Maybe include non-humans among the X-Com ranks, for example humans experimented upon durring the first two wars, robots, renegade aliens, new aliens, mutants, ect. 3) Have some civilians fight back! The police, National Guard, some nutcase with to many guns, a milita, a cult group, something! 4) Weather conditions: it's never sunny in Brazil! It's a RAINFOREST!!! IT RAINS A LOT! And include stuff like dustorms in dry barren lands, snow in arctic places, maybe a hurricane... 5) Have your guys train in hand to hand combat. How many battles have been lost to those who can't fight? Besides a punched out alien would be effectivly stunned, and would probubly stay down longer. 6) And finnaly, why not consider a flamethrower? Hey, it worked for Ripley! |
| a2246036@amandy.redealuno.usp.br (Paulo Marcondes) |
11/20/98 | I agree with those asking for a multiple rocket launcher,
maybe hand
and vehicle ported. A flamethrower would be nice, also.
Now my wishes: => Combats in cities, underwater, in the artic, in deserts,
jungles,
etcetera, all in one game, like an XCom Saga. |
| tmactavish@atl.mediaone.net (Mactavish Thomas) |
12/17/98 | I like alot of the aformentioned improvements, such as a
flamethrower,
custom weapons, handpicking your new recruits, and a larger base grid.
I have some suggestions of my own: |
| groom@rsdc.riga.lv (Gromuls) |
3/12/99 | I think that from all three games first was the best. And new
one should
be based on first game's interface with lot of more graphic
improvements.
For the story I think that it would be wery interesting to come back to
humans as soldiers and fighter pilots, the one of ways to achieve that would be concentrateing on idea that all alien hybrids are somehow in their genes conected to big alien big brain and are unrelyable, as well as robots that are unrelyable on attacks based on their software. Anyway battle should be based around earth, there could be some satelites that are spinning around the earth. Batles should be based there too. I appriciate previevous ideas about tactical battles, fighting on rooftops of buildings, larger bases X-Com, X-com allies and Enemies. Enemies, yah we are at the top point Enemies could be alien brain controled countries, UFOS from other dimensions, gangsters, Even Police on allied countries, the Police do not appriciate civilian killing, right! Alies, you must have some allies, that could save your ass in the critical moments, right? They could be some sort of soldiers with earth developed arrmament. They must be controling theyr movements themselves, but you could say tham where help is needed and they themselves decide need you the help or you are just sending them in sure kamikaze mission. Weapons! I found it boring fighting aliens like I have one plasma shot - one enemy dead. They must have some kind of medkits too. Second thing should be the time of developing weapons and cost of their making\purchasing. It would be interesting fighting aliens with earth weapons longer. Armor, rookie I would bye must have his own armor allready, and in battle It should be possible to take off some peaces or armor from dead bodie as it doesnt needs it any more. Mercenaries! WOW There just should be some good soldiers in free market, like retired secret agents, bounty hunters, etc. Civilians. That just would be great to give civilians chance to defend themselves, like taking falled weaponary, or using their own armament. In terror defending their houses from any invaders. Police. There should be police department in cities right? Despite all of above if they are not on the streets they must fortifise in their department! |
| xphilee@hotmail.com (Michael Souder) |
3/31/99 | First of all, apocalypse is the best of the series. I
just have
suggestions for a new multiplayer type thing. You have to bring
back
the tanks and such that i missed from tftd and ufo, but agents have to
pilot them. One of your friends can lead a group of agents, while
I take a squadron of tanks, and my other friend plays as the pissed
off civilians being terrorized with shotguns and such. We all get first person, with maybe my other friend as our eyes in the sky coordinating our attack by sending us way points and telling us where are enemys are, just like mech commander, only me and my other friends are actually doing the fighting. We can defy orders and get everybody killed if we want, or save the day. It would be badass. Then back in the world view, im leader of xcom, my friend is a leader of the police, my other friend can be a leader of a gang and we can all get along with our business. we can attack each other or join forces and kill other organizations, but everybody helps out in the fight against the aliens, unless of course we chose to be the aliens, then everybody fights against xcom. well piss on all the crap ive just said, but keep the mech commander idea. |
| Michael.D.Ivanoff@kp.org (Michael D Ivanoff) |
07/12/99 | I was thinking you can kind of combine elements from XCOM I
& XCOM
II into a grand battlezone. What I am proposing is the aliens
would
have some submarines ( not all the subs in XCOM II ) and wouldn't build
bases but would maybe build resource processing centers under the water
only. Pre-dominantly, the aliens would be on land and build land
resource processing bases and actually generate resource points so they can build their war machine up to attack other places and have flying saucers maybe even some kind of hover vehicles. Their main bases would be cloaked bases orbiting the earth and only be detected from interrogating a captured leader or having someone decipher ( agent skill ) the computer system on an intact alien saucer/flying craft or submarine. An agent or agents would have to decipher the data to locate the alien's bases. The alien bases would either be orbiting the Earth or hovering over regions on the world map but remain cloaked. I would recommend that the aliens really use the resources to further their attack, etc. Also, make the aliens more agressive in their base attacks, those were always quite fun. Also, bring back most/all of the aliens from XCOM I and maybe some from XCOM II ( that is, if you like the underwater resource centers idea ). The hand-to-hand weapons in XCOM II were excellent. Also, being able to bring your tanks into combat like in XCOM I & II were very good. Switching gears, another battlescape scenario could be a world map like in XCOM I but then if the aliens attack or land in a city, the game would switch to XCOM apoc like cities. Having the game turn-based is preferred but make it so people can't abuse the game ( like teleporting into an area and blowing it up and teleporting out ). It should take more time units for an agent to do moves like that and/or include an editor so a game host can edit game settings like that or able to edit the aliens even. The vehicles from XCOM apoc were excellent and would enjoy to see them return in XCOM 6. One suggestion as to an agent's skill is the ability to break into an area, either through demolition or forcing an entry. This would be like in the situation of breaking into an alien ship or if someone is helping the aliens and is barracaded in a building. Lastly, multiplayer would be fun and the ability to play the alien's side would be quite fun. |
| suratt@lucifuge.com (Su'Ratt) |
07/15/99 | 1) A "re-edcation" facility.. Captured live
aliens could
possably be "reformed" and become willing eager X-Com members..
The
number of times I've thought "I'd love to have a sectoid or two on my
team"
or screamed and cursed at some Evil Mega spawn who's just blown a large
hole in the middle of my force.... It would be nice to turn the
tables
for once.. Low intelligence creatures and high intelligence
creatures
would have more immunity from this form of alteration.. The
former
because they're just too stupid to change,, adn teh later because they
can see through all the mental tricks and traps.. Such units
should
start with a very low bravery which would increase with time and
experiance
to symbolise their in built relictance to turn on their species..
2) More varied races.. Possably many different alien factions rather than just one "enemy" Many be even throw in a diffrernt human agency who are also interested in aquiring alien technology for themselves,, and don't mind bursting in on the scene.. "You may have shot this down,, but *WE* cleaned it out!! It's ours I say by right of salvage!!" THat should annoy a few X-Com commanders.. ;) 3) More varied tech and tech trees.. One race
might use
something totally different from another,, but when combined make
something
entirely new.. Add a few problems thrown in as well.. After all,,
these *are* usually experimental weapons!! "This is a
sheild
unit.. It will totally protect you from all sorts of
attacks!!
Ummmm,, except for this one.. And maybe those two......" or
"Our nice new heavy SuperDuperThingy!! It will kill the most
powerful
unit in the game with one shot!! Errrr,, shame it won't damange
anything
else though........" |
| delacour@evc.net (Kotus) |
07/17/99 | - a shotgun (lethal at H to H, useless against a too far
target) - night vision goggles (like in Duke nukem 3D) - war against the countries that sign pacts with the aliens - different uniforms for the aliens (red for the leader, green for the soldier, blue for the doctor...) |
| josnedtey@pacific.net.sg | 07/30/99 | Hey, we're living in the 2080's and we are still using
machine guns???!!?!?!?!??!!??!?!?!?!?!?!?!?!?!?!!?!!? Come on, some more 'advanced' weapons please!!!! For instance a good cannon with a range of half the globe! And those stupid civvys, simply GET IN THE WAY WHEN I AN TRYING TO KILL THAT DARNED SKELLY! Why can't they defend themselves or just simply scram???!!! Civilians telling us where the aliens are would be helpful too. |
| public@lrdesign.com (Evan Dorn) |
10/10/99 | Research is what makes these games go 'round ...
But after four X-COM and three Civ games, the rigid research tree, as great as it was, is getting a little tired. Scientists in the real world poke around until they make a breakthrough - they don't know when it will happen or exactly what they'll find. LEVEL A: No Progress Bars. In X-COM Apocalypse, knowing exactly how long it was till you finished the project was kind of lame. Better, even, to have a certain percentage chance that the research completes every hour. Projects would take the same average time, making the game consistent. But sometimes your scientists would make a quick breakthrough, and sometimes you'd have to wait forever while they bumbled around the lab, not figuring things out... All the player knows is that they're working on it, nothing more. Civ felt like this even if it didn't work that way. LEVEL B: No Rigid Research Tree. Your scientists work on a *category* of research, but what
they discover
is partially random. For example, they work on "Biochemical
warfare",
but might discover toxins 1,2,or 3 - you don't know which. And
those
toxins are pretty much the same power, but affect different aliens
differently.
Toxins 4 and 5 (which are more powerful, but still each affect some
aliens
better than others) can't be discovered until you've discovered at
least
two of the first three, and toxin 6 (which affects all aliens and is
very
powerful) can't be discovered until you have both 4 and 5.
What's more, they might invent a toxin gun, or they might discover
grenades
that carry This forces you to think differently and use different strategies each time you play the game, which would be really cool, and more realistic to boot. With a rigid tree, it's kind of boring playing the game a second time. LEVEL C: Separate engineering from manufacturing. The fact that you separated biochem from physics in X-COM Apoc was GREAT! Three cheers to you; that was really cool. Now try separating science and engineering and manufacturing. This is even more complex, but could be pretty darn cool. Biochemists discover the toxins - not the weapons.
Physicists
learn how plasma weapons work. Then it's up to the engineers to Once an item is designed by the engineers, the MANUFACTURING department now builds them. This could even be non-human; an automated manufacturing center. It could build anything, but only one at a time, and bigger or more complex things take longer. Perhaps you have to build a bigger manufacturing machine to make big ships, etc. |
| Keverz@aol.com (Kevin Buesse) |
10/20/99 | Click Here... |
| bandit_smokey@hotmail.com (Jay Sattler) |
12/18/99 | I would like the future X-COM to be like the original X-COM
1,2, and
3. it could have better graphics, more weapons, and could be 5 cities
instead
of 1 (X-COM 3's big flaw). Because this is what X-COM is, and should be
like that for the rest of its series (X-COM Alliance to me will be like
a Tribes game, other than a real, actual, classic X-COM game). Note: That is the plan with Genesis it seems, as with "Dreamland" by Mythos. |
| triangleman_@hotmail.com (! Triangleman !) |
01/13/00 | I loved the original XCOM over the others. I like the
more animated
and foreboding feeling of the first two and the music from the original
was the best of the three. TFTD was just more of the original in
a new environment. I really liked the aliens from the
original
far more than the sequels. Appocalypse was great but I tired of
the
politicking between companies at times. My suggestions:
1) Improved and more varying graphics; a return to the original's mood, ambiance and animated feel; being able to adjust screen size and resolution would be great as well. 2) Intelligent and proactive AI civvies, police, standard military (i.e. Reserves/Guard units) and gov't agencies (can be integrated nicely with suggestion no. 6 below); 3) More weapons (like shotguns, new beam weapons, flame throwers, multi-launchers, etc.) with far more variability; 4) New tech that is more represtentative of modern and future technology to start out with (i.e. night vision, soft body armor, sniper weapons, ghillie suits, etc.) XCOM a multi-national force, something akin to JSOC/SOG/SOCOM with it's own special budget to get all the special goodies it will require just like any special forces command around the world; 5) Larger bases in both scalability but also in physical size for both good and bad guys, not to mention more options for features/equipment and placement options. We should be able to place them on land, on water or under water as we deem necessary. 6) I would like to see more versatility with higher skill
levels aside
from the usual tougher, smarter opponents, and adding new dimensions to
each new level in addition to the previous levels goodies... i.e:
7) Instead of battling a single alien force, why not have two alien forces battling over Earth, much like that of Starcraft. As a result, you could play either of the alien forces or that of XCOM. New and widely varied tech and aliens would great enhance replayability as well as providing more battles on more fronts! Far more lethal and challenging. 8) I like the idea of first person, but I'd save it for a seperate game, it would make it a little messy for game play. Maybe as an option for real-time (which I don't much care for anyway). If it were done than hand to hand combat is a must, which means melee weapons would be a must. I do like more versatility in UFO interception. While doing a flight sim for interceptions is cool, it's just like turning missions into first person shooters. If MicroProse could pull it off, including both would phenomenal! Though logistically, it would be a nightmare. 9) Multi-player is a must! Each player is a different commander for a different base! Or force vs. force. My compadre and I would love to see XCOM:UFO Def. as a multiplayer, even without any other modifications, and we'd be happy. Are we easy to please or what? |
| leesns@telusplanet.net (Bonnie Randall) |
02/14/00 | First of all, it would be cool if there were 2 alies races
and not
just one. The aliens would fight eachother, but they would also fight
you. Each alien race coiuld base there technology on something different. ie: Biotechnology and Complete Physics. It would also be cool if you didn't actually learn weapons and the such from the aliens, but you learnt Tech components. You could learn things like "small particle excelerators" and the such. In tern, you took these new components and put them together on a tech inventing screen. The proto type weapons would take longer to manufacture. But once the first one was done the others came at usual cost. This would increase replayability and add lots of fun to the game! Also, I didn't like Xcom 3 that much because the entire game was based in the city. I think the game should resort back to it's old style like in the first one. Only with movable bases. That would be great. I also think that they should make your aircrafts completely editable. You build it as large and powerful as you want, but it will cost you. If they could get some more tile sets up that would be cool ad I really like the idea of civilians being able to shoot other people. And what about those cheap computers in X-com 1? They should make the comps in the crafts completely usable. So you could do things like lock the doors of the ship and stuff. I hope at least some of these things are implemented into the game. In the rich and scary format of the first game of course. |
| latin_wolf@hotmail.com (Lone Wolf) |
02/20/00 | Looking though the list, I really can't add much, just go
over some
of the major ones I'd like to see.
1: While the ability to control the aliens was useful, wouldn't it be so much cooler if there was some way to make a group defect? Maybe through commincations from an alien ship to the base, or capturing a leader. Personally, I think it would add a very interesting new dimension to the game. 2: What's good for the goose... We always hear about the
humans being
taken away for some alien experiments, usually as a food product. Why
not
have rescue missions, as apposed to counter-terror acts. After all, ET
has to know that if you kidnap the right person, there could be a
signifigant
gain. 3: Alright, we've heard about the andriods, and the mutants. But aside from a few minor stat changes (alright, maybe not *minor*, but not too impressive) they aren't very different from humans. Maybe there should be some noticable differances amongst the characters, or better yet, hesitation amongst the differing groups. After all, the AI's have been rejected by both normal humans and the altered mutants. Not much more than adding character within the game, but it would be a nice touch. 4: Random nearby items for civies to grab. Maybe just something like a baseball bat, or a pipe. Or there could be gun nuts, walking around with a hunting rifle and taking pot shots at aliens. Hell, have a few gangs go at it! I'd love to see the Crypts go after a squad of Sectoids. 5: Looking through the eyes of the trooper. If there's one
thing that
annoyed the hell out of me in all the X-Coms, it was just missing that
alien when you're centered on a soldier, and loosing the trooper for
it.
So, maybe a small window could be added to show what that soldier is
actually
seeing. It wouldn't require much more than a rudimentary 3-D engine due
to its size, and could give back 6: Diplomacy. While the idea of multiple alien races is
interesting,
if it's all just scripted, the game would get real old after the first
time. So maybe allowing for little tricks like peace treaties between
factions,
wars to break out amongst former allies, and all the neat little
entriuge
that goes on behind closed doors to occur would increase the game play.
7: While we're on the topic of aliens, how about a few brand
new races?
Not rehashes of older ones, but something entirely new. Cybernetic
beings
that can hack into your crafts, or energy beings that absorb plasma, or
psionic beasts that posess bodies for hosts? 8: Separate "pro-alien" factions. Yes, I know that this was explored with Apocolypse, but not completely. If the Pro-Alien people were gathering weapons from the aliens, using their humanity to exhert pressure on other groups to cut funding to X-Com, then wouldn't that be a great deal harder to deal with than the occasional fanatic throwing him/herself on your gun? 9: Spies. Well, maybe not *spies*, but little trinkets like tracers for alien scouting ships, raiding parties, etc. Farther up the technological ladder, they could be made to explode on command, crippling ships, and killing aliens. 10: Communicaes between soldiers. Granted, with the shear
number of
troops that exist in the stratigic game, this little add on would be
nearly
impossible, if actual voices were used. But if you put in a little chat
box, then you aviod that whole mess. 11: Play as ET. It's been said before, and it will be said
again. Imagine
actually starting out with all those bizzare weapons, but only having a
few Sectiods/Aquatoids/Whatevertiods to use as actuall troops. Then,
having
to actually find and build a colony before X-Com can find your ship. It
would have to be an entirely different method of playing, because no
one
has ever found money 12: Atmospheric conditions. Storms, Earthquakes, maybe even tidal waves would add a very different overall effect. All would disrupt communication, scaring both ET's and Squaddies allike, maybe even killing a few of both. 13: "Hand me that crowbar" Why is it when Aliens park their ships, they leave the doors unlocked? Why does everyone do that? I mean, when you send out a crew to repair your hull, and you know that the people that shot you down in the first place are comming, would you really want to leave your door unlocked? Super advanced technology, and the leave the front door open... 14: Basically, everything that's on Micheal Ivanoff's list. The man knows what he's talking about. 15: Maybe a few inside jokes... like having to deal with the
MIB, or
investigating a crashed Shuttlecraft... just something to break all the
tense atmosphere, and make those times when you are wondering just
where
the last aliens is that much more spooky. 16: Occasionally, there should be an Agent who has skills outside of just hunting bugs. Like say... enhancing that Laser Pistol over there, or peicemealing together some armor from the alien ship. Maybe even throwing their voice... As to how this would be actually implemented, I don't know. But it would be cool. |