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Xcom long war foundry
Xcom long war foundry






xcom long war foundry

  • Use hordes of Lost as time pressure on the player, similar to reinforcements.
  • bigger/tougher variants of drones, Generals or other units.
  • Add new boss enemies, in the vein of LWR, i.e.
  • I probably would have removed Phantom entirely.
  • But the weak ones could inflict debuffs and/or provide other utility.
  • Balance around 3-4 hits being enough for a kill, strong enemies could kill in 2-3, while weak ones in 4-5.
  • Aim for rosters of 50+ soldiers rather than the 35ish needed for LW2.
  • Use resource (say supplies or elerium) to speed wound recovery on chosen soldiers.
  • Weight balance towards soldiers and perks over equipment.
  • Use the trait system to put both positive and negative ones on people.
  • Also, SitReps for general difficulty scaling in place of or in addition to Dark Events.
  • There would be positive and negative ones.
  • Sitreps for equivalence of LW1 squad-wide foundry projects.
  • xcom long war foundry xcom long war foundry

  • Make some consumables single use (as in one charge?).
  • Add two extra M tiers of enemies to match the 5 tiers of weapons.
  • Remove free-action abilities except for those provided by perks (no headshot, no auto reload, grapple costs an action).
  • Have concealment last a fixed number of turns based on level of infiltration.
  • Apparently xwynns had a bunch of ideas for LWOTC from back when Pavonis Interactive were discussing porting LW2 to WOTC.








    Xcom long war foundry