The Future of X-Com

This page is designed to provide you with the most up-to-date information on any future games in the X-Com series.


X-Com: Rumor

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.



X-Com Inspired Fanprojects

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.


In the style of...

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.


X-Com: Release Date Unknown...

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.
 
Game Style: Global and Squad Based Tactical Strategy
System Requirements: Not known
Platforms: PC (w9x)
Game Release Date: Cancelled

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...
Set in the near future, Freedom Ridge uses themes from classic science fiction and modern UFO conspiracy theories to create an enthralling backdrop for the gameplay. After a devastating 70-day war against alien invaders the human race finds itself on the brink of extinction. With the military forces and governments of the world in ruins the player commands humanity's last hope -- a resistance force known as the Terran Liberation Army. Starting with a meager supply of captured weapons and technology the player must drive back the invaders and free the Earth from alien domination.

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.
 
Game Style: Global and Squad Based Tactical Strategy
Game Release Date: On hold (cancelled)
Platforms: PC (w9x), Playstation 2
System Requirements (PC): Not known

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.
 
Game Style: First Person Squad Based Action Game
System Requirements: Unknown
Game Release Date: Unknown

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.
 
Game Style: Global and Squad Based Tactical Strategy
System Requirements: Unknown
Game Release Date: Unknown


X-Com: Wish List


 
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 . 
Note: Good point, but I'll be happy just as long as they put in the original Blaster launcher that allowed waypoints for the missile to travel.  (unedited. murphy=morph)

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!
2) Bigger bases. I hate those 18 squares to build bases! How about 21 or 24?
3) How about some new aliens?  Maybe a robot that fires miniature bombs
or a hovertank much like the humans!
4) A MUCH harder last mission!  Cydonia was one of the easiest missions I went on! I only had to kill 3 aliens in the whole 2-Part mission!
5) New weapons and technology!
6) Bigger, Badder Alien Bases! How about some 3 or 4 story bases? Make it  so the aliens chase after you though so you spend all day on a bug hunt!
7) Make it so you can see the soldiers you're about to hire!
8) SVGA Graphics and Better soundcard support! 
9) Tons of tile sets. You could have swamps where you're agents go waist deep in the water-It'll take 6 time units to move one space! Suddnely a new alien creature pops out of the water and spits it's corrosive venom all over you!  How about a city building where you start on the roof! You must take the stairs and shaft elevator to different levels
destroying the aliens!
10) Smart civilians!  Some of the civilians can have guns of their own! It be awesome to see one them pull out a rifle and shooting a sectiod in the ass!
Note: I agree with the more tilesets. I'd love a good swamp bug-hunt.

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.
=> First-person air combat, like those dogfight games.
=> multiple rocket/mine launcher both hand and vehicle ported
=> illuminating mines/grenades (like electroflares, chemical sticks), to be fired from these launchers.
=> A Flamethrower!
=> Stun grenades
=> Tatics research
=> More crafts
=> More space in the base
=> Something like a carrier ship, both performing as base and as a standard ship.
=> Night vision modes (perhaps attached to the armour...)
=> Covert operations mode, infiltration on a government, to discover if they are under alien influence...
Maybe all of this is unpossible to include in one game, but sure, it might inspire lots of other XCom sequels...

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:
1.  specific sniper weapons (or at least custom-made weapons)
2.  APC's or Tanks that a can carry a passenger on top (perhaps with a turret).
3.  more battles in your own base (there's nothing like putting it all on the line on your home turf)
4.  the option of piloting Interceptor battles.

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
the above toxins in gas form.  Which happens first changes each time you play.  Give 'em cool fake names like "picorotoxin" and "afthalotoxin" so people don't wonder why they discovered "toxin 2" before "toxin 1".

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
design the weapon that uses the technology.  How cool the weapon is depends on how much time they spend on it; you could make the stats of the first weapon they invent a little bit random, but if it's not as powerful, give it to them earlier on average.  If the engineers keep working on it, they will eventually invent better versions. Maybe their next toxigun is more accurate, or maybe it carries more ammunition.  Keep working at it and your third toxigun designed is more accurate, carries a lot of ammo, and fires faster. But to do spend this much time on it, you didn't have your engineers improving your armor, or plasma guns, or aircraft...

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: 
"Rookie" is just like the original's interface and complexity.
"Experienced" allows you to design and customize weapons.
"Veteran" gives you a dynamic tech tree and more seperated technologies such as Evan Dorn suggested.
"Master" would give you a more variable and real-world economy, much like Appocalypse.
"Diety" adds in the political variations of the global arena; maybe add in NATO or the UN as political entities to contend with aside from the various international governments and alliances.

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.
 Of course, this could be how so many countries defected in the first two X-Coms.

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
that creepy atmosphere the first two had.

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.
    Or it might make the game too much like Master Of Orion. Still, having an alien ally every mission even if you "accidently" kill off all their soldiers would be more than a bit dull.

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?
    Alright, the last one kinda showed up. But I have yet to see anyone hack into my interceptor!

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.
    And wouldn't you like to hear what that soldier is saying when he finally breaks down and decides to blow up half a city block?

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
on any of the aliens. Troop detachments would be needed, as well as requistions for new weapons. Or maybe they'd just build them from the raw materials nearby.

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.
    Yeah, I can just picture having to watch the borg fight against a squad of Mutoids...
    "We are the borg. You will be assimilated. Resistance is futile"
    "GRRRAAH!" (translation: You have angered me and my comrades. Make your peace, for you go before the final judgement now.)
    (Firefight ensues, and little pieces of borg land everywhere)
    "Perhaps Resistance is not quite futile..."

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.

Got an idea for my X-Com  wish list, send it to drippie@llamalicous.com.