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Concept (multiplier version)

Standard version:
Maps : Our mappers always try to make maps that stick as much as possible to the original maps in x-com. The only map style we have changed are terror sites. Terror site in our mod wont always be in a city but sometime in a building or any habited place. VIP and INFILTRATION objectives will also be in this style.

Mission objectives : The multiplier version will have different mission objective depending on the map. But we plan to make many type of mission objective.
Here is a list of objective we though to make :

1- TERROR SITE : Locate and rescue civilian / Find and kill civilians
x-com team must first find civilians and must rescue them by bringing 4 out of 10 of them in a
rescue area in the map. This is like in a terror site. The alien must find these civilian
and kill 6 out of 10 of them to succeed.

2- KILL ALL : Kill all aliens / Kill all x-com agents
Nothing to said on that kind of objective. Just kill your enemies.

3- ALIEN BASE : Destroy an alien objective / Defend an alien objective
x-com team must destroy a specific alien objective like an elerium core in an UFO.
Alien must prevent this by protecting the objective.

4- RETALIATION : Defend the command center of the base / Destroy the command center of the base
x-com must prevent the alien to destroy the command center of the base. The alien must work in
team to make a breach in X-COM defenses to destroy the command center. This could also work the
same way in an alien base.

5- VIP : Rescue some VIP that are already held by aliens / Prevent x-com agent to rescue these VIP
Hostage like government person are held captive by alien and
the x-com team must rescue these VIP to the rescue zone.

6- INFILTRATION : Kill the infiltrating agent / Protect the infiltration agent.
The x-com team must locate and kill the infiltration agent (an altered sectoid model that look almost human). The alien team must protect their agent until he reach safe point.


Weapons : We plan to make all the weapon the original x-com game have.

First release : First release will only have 9 weapon. The other weapons will be added in time with other version release.
x-com weapon : Pistol, Rifle, Laser Rifle, Rocket Launcher, Grenade.
alien weapon : Plasma Pistol, Heavy Plasma, Small Launcher, Alien Grenade.

Final objective :
x-com weapon : Pistol and clip, Rifle and clip, Auto-Canon and clips, Heavy Canon and clips,
Missile Launcher and rockets, Laser Pistol, Laser Rifle, Heavy Laser, Stun rod, Grenade, Smoke Grenade, Proximity Grenade, Electro-flare, Heavy explosive, Medi kit, Psy-amp, Motion scanner.
Note : The Auto-Canon clips, Heavy Canon clips and Rocket Launcher rockets are Armour piercing, explosive and incendiary.
alien weapon : Plasma Pistol and clip, Plasma Rifle and clip, Heavy Plasma and clip,
Alien Grenade, Small Launcher and clip, Blaster Launcher and clip, Mind probe.
Overview : As you can see here, alien team have less weapon choice than human team. Instead, alien have much more models you can choose. The better your rank the more alien race you can choose.


Models : We plan to make all the model (character) there was in the original x-com game.

First release : As for weapon, not all x-com models will be included in the first release.
x-com models : All human model will be included in first release. (that mean no tank in first release)
alien models : All high intelligence life form will be there. (that mean no celatid, silacoid, reaper, cyberdisc and sectopod model)

Final objective :
x-com models : x-com soldier without armour, x-com soldier with personnal armour, x-com soldier with power suit, x-com soldier with flying suit, tank/cannon, rocket launcher, laser cannon, overtank/plasma, launcher.
alien models : Sectoid, Chryssalid, Muton, Snakeman, Ethereal, Floater, Celatid, Silacoid, Reaper, Cyberdisc, Sectopod.
Overview : As said earlier, alien team have more choice of alien races. Stronger alien races is available when your rank get higher.


Ranking/scoring/buying concept :
x-com : Rookie, Squaddie, Sergeant, Captain, Colonel, Commander.
aliens : Slave, Terrorist, Soldier, Engineer, Leader, Commander.

Ranking system : The more you kill RELATIVELY to the other players, the more high ranked you become. That mean that the first 2 position will be commander, then the 2 other position will be colonel, then the 2 other will be Captain, then the other 2 is Sergent, then unlimited Squaddies and unlimited Rookie. You ALWAYS start as a rookie and you'll need to kill 2 enemy to get promoted to squaddie. When you are squaddie, the more you kill the more you get promoted. NOTE : You can also be downgraded because someone killed more than you that round HAHAHA.
As you get promoted you will have access to higher technology of weaponry but that doesn't mean these weapons will be more powerful. (weapon balance)

Command point system : You can get cp (or Command Point) with many situation, like you can get cp even if you only touch an enemy with one bullet. But that doesn't mean you will always have lots of cp. Ok now weapons can be purchased for cp at each round start. Even if your a commander, if you dont have enough cp, you wont be able to buy lots of things.
You get command points when you kill an enemy, you get command points when you only hit an enemy (less c.p. than kill of course), you get command points at each start round, and you get more command point if you team won and you get command point when you make your team win by reaching the objective of the map or contribuing to reach the objective of your team.

Other feature :
-Stats save : A special log file where you will be able to go to see your total kill, death and score you have accumulated.

Cooperative version :
We want to make an other kind of mission. We want to make a cooperative kind of mission. All human player will be X-COM soldier and you will fight against
a great number of alien bots. This kind of mission will take place in an X-COM base or in an alien base.

 

Concept (singleplayer version)

We got many good idea that will make this mod the only one of his kind. This page explain how the mod will work in the singleplayer game.


The X-COM base.


Ok, the first map, the one you will start as a simple X-COM agent, will be a realistic reproduction of a standard X-COM UFO DEFENSE base. The base have 2 stage, like in X-COM1.
In the base there are 3 hangar (one for the skyranger and 2 for the interceptors). It will have one alien containment, one living quarter, one general stores, one small radar system, one missile defenses, one laboratory, one workshop, and of course the famous access lift. As you progress in the game, you will be able to build new facilities like a psionic lab, just like in the original game. Other facility like the missile defenses and the small radar system will be replaced with its better version. You will be able to walk where you want in the base so you can see the changes after each mission. For example, you decided to upgrade the small radar to the large radar system. Then you go at the small radar facility (whoohoo) you said hi to the staff that work there and blah blah blah. Then after one mission you come back and surprise! the small radar system as been upgraded to the large radar system facility (I hope you will recognize it :)). Ok here is an overview of the base:

 

The missions.


The way the investigations will be made will not be like an adventure like in Half-Life. Just for giving you a idea of how it will work lets start at the beginning : You walk in the base and talk to some scientists. Suddenly there is an alert and you hear in the speakers that all the agent that have been assigned for today must report immediately to the hangar A. You are so lucky you have been assigned today!!!! So you go to the hangar A, pick your weapons, then jump in the skyranger with your squad. The door closed then the investigation map is loading. When you arrived at a mission you must eradicate all aliens in the whole map. When its done you will hear the skyranger pilot saying that all alien life form have been eleminated. You will have to come back to the skyranger then you will return to the base, VOILA!!!! Thats basically how it will work. Of course it will not be like that from the beginning to the end.

 

Research.


Yes, there will be research to make. How? Well, thats simple (almost). While you battle the aliens in the missions, you will pickup alien technologies like weapons or items but you wont be able to use them. You will have to bring them back to the base then go drop them in the laboratory. After that, you will have to start the research from the command room, where you can manage the entire base. You will have to choose what research to start. We tough about making a choose interface like when you buy your weapons in Counter-Strike.

 

Managing the game.


We want to make this mod as close to X-COM UFO DEFENSE as possible. The only thing we dont want to make is the geoscape and its interface. Lets face it ; doing this is impossible. Well maybe its possible but, hey, we are not a team of incredible programmers. So you will be simple soldier at the beginning but you will also manage the whole base. I know its not logical but its just for the fun of managing hehehe. We tough about making a place in the base where you will go for managing the things. When I talk about managing I talk about research, buying, selling, building, upgrading ect. You will have a computer for each of these things in the managing chamber (lets call it the command center). Well I'm finish for this page for now. I dont want to reveal to munch things. :)