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I'm really excited about the potential of this mod and have been waiting for it for a long time!
I also have some ideas:
Maybe ability for chosen to summon MOCX? Although thematically it's probably pretty stupid.
Robophobia - chosen take extra damage from SPARKS and/or take aim panelty against them.
Robo hatred - same idea only they deal extra damage to SPARKS.
Also with cross modding could iclude SHIVs (if the mod will ever return) and fully cybenatic augmented soldiers and MECs.
Traitorphobia - same idea but with Skirmishers, hybrids, and other aliens added via other mods (forgot the name but the mod that adds a new faction that allows you to recruid sectoids, vipers, mutons and andromedons).
Traitor hatred - same idea only they take more damage.
Agrophobia / Agrophilia - bonus/malus when at open biom (forest, desert, etc).
Clastrophobia / Clastrophilia - bonus/malus when at closed spaces (sewers types, slums, etc)
The last two may not be very good as they're not guaranteed to have an effect at every encounter.
Also a too specific it may not be worth it is taking extra damage from resistance soldiers.
And another that may be too specific is a trait that let them reload at the end of every turn. They barely ever shoot at me so it may be a too niche of a trait (playing on commander, maybe it's different for legend).
or i noticed some traitor related stuff above... what if the chosen doesnt work well with others in one way or another?
maybe something that takes advantage of civilians like mind controlling them and having to decide if its worth taking one out yourself or work around them when defending camps or something
edit: I shoulda checked that link first. theres some good stuff up there...
I'm a fan of the one that says "Neutral: disrespectful - may invade another chosen's territory, more likely to invade and fight with other chosen"
Pure Evil: Can summon a Sectopod
Poke-Master: Can Summon a Gatekeeper
Zombie lover: Lost units ignore the Chosen, advent and the aliens until killed/leaves
The Chosen One: has Alien Ruler like turns (take a turn for evry action you take)
Inmortal: Doubles HP and gives HP regeneration
BattleMaster: Doubles Dmg and gives Shred perk
Armor does the body good: Gives 3/5/7 armor depending on Tier, gives 0/1/2 Shred "resist" (if on tier 2, instead of shredding 2 armor you shred only 1)
Weakess:
Loyal: takes extra dmg from mindcontroled/hacked allies
Lone Wolf: Dosent engage in "close combat" until hes alone (Hunter stays at long range spamming the mark, Warlock stays at long range spamming zombie, Assassing stays cloaked)
Propaganda lover: Takes dmg if an advent unit dies nearby
Xeno lover: Takes dmg if an alien unit dies nearby
Blind rage: Can be affected by flashbangs
Xcom Code of Conducte: Has a 10% chance to miss (attacks capped at 90%)
Irritable: Chosen has a chance of atttacking allies that miss shots.
Strict: Chosen has a chance of panicking neaby allies that miss shots.
Also, @Honey: are you gonna add some positive and negative traits, too?
Strength:
Weakness:
Mentally Adept: Immune to Psionic damage.
Mentally Inept: Chosen takes additional damage from Psionic-Based Attacks.
Battle-hardened: Upon taking damage, reduce all future damage received by 33%
Tunnel Vision: Takes 33% additional damage from Flank-Shots.
Adrenaline Junkie: Starts with 3 actions every other turn, no actions on this turn are turn-ending
Weakening Will: If chosen takes 40% of maximum health in damage on one turn, lose one action.
Leader Of Advent/Aliens: Gives Advent/Aliens in sight range of the chosen +15 aim, crit, & def
Mourner of Advent/Aliens: Takes damage every time an Advent Soldier/Alien dies in sight range.
Meat-shield: Take 25% less damage as long as allies are present on map as well as chosen
Misery Loves Company: Take 25% more damage when no other allies are present
TRAINING STRENGTHS
Asassin Only:
Reaping Edge: Increases critical hit chance and damage when striking from concealment
Serrated Blade: Attacks cause bleeding, 1-3 on normal, 3-5 on critical.
Reactive Defense: Automatic Bladestorm attack on any enemy that comes in striking distance
Harbor Tsunami: Harbor wave has a much wider radius, and those who resist are still stunned and lose one action.
Infiltrator: Chosen has a 50% smaller detection radii.
Warlock only:
Battle of the Mind: Enemies making psionic attacks on the chosen suffer feedback damage.
Psionic Slayer: The chosen may take 1 free shot per round as long as a Psionic enemy (Psi Op, or any character with a Psionic like Skill) is in sight range.
Mind Reaver: Enemies hit by Mind Scorch take damage depending on how high or low their will is. Higher will reduces damage, while lower will increases it. (4 at highest, 8 at lowest) Any enemy with a mindshield equipped still takes 2 damage due to the extent of the chosens power.
Puppeteer: Any enemy mind controlled by the chosen stay mind controlled 1 turn longer, and lose their actions upon losing control, even if the chosen breaks it on his own turn.
Psionic Shifter: Teleport Ally now teleports any ally the warlock can see and teleports all of them to different positions and confers +10 defence during XCOM's turn.
Psionic Defence: Warlock gains a barrier of pure Psi Energy that absorbs damage equal to 25% of the Chosens maximum health. Any shots that miss the chosen have a 20% chance to be reflect back at the target for 50% of its original damage (this cannot crit).
Hunter only:
Pistolero: Gains faceoff and fan-fire. Face off uses one action and ends turn. Fan fire uses 1 action and does NOT end turn.
Deadshot: Gains Deadeye. Deadeye always ends turn. Also gain +5 crit chance.
Incapacitator: May fire tranq darts once for free on a 4 turn cooldown. Upon using this ability chosen can take an additional shot, but cannot move.
High and Mighty: Chosen gains +15 aim & 10 crit on enemies on lower elevation, and 20 defence against all shots taken by enemies on a lower elevation than the chosen.
Warning Shot: Shots that fail to hit XCOM have a small chance of inciting panic on the targetted enemy.
As a summary, I want to give the Assassin more of a fear factor when she is in concealment, while also providing a couple of strengths that make more liberal use of her blade. Infiltrator makes battlescanners and scanning protocol EVEN MORE critical, punishing the lack of one, while Reactive Defence provides the assassin some much needed close range defence, you cant just walk up to her and shotgun her in the face!
The Warlock is meant to feel like a psionic master, on the same levels (if not higher) as the Etherals! Battle of the mind basically acts as the Feedback order, Psi Slayer acts as a deterrent to bring psi operatives, further emphasizing the rifle's power against them. Puppeteer acts similar to Trojan protocol in LW2, prevent a regained ally from performing any action against the chosen while Shifter plays more to the strategical part of teleport ally. Finally, his Psionic defence gives him that all too familiar - and frustrating part of the Etherals power to reflect back attacks should that miss.
The Hunter is all about gaining perks that make either his Rifle or his Pistol skills that much more dangerous. Incapacitator is balanced so the chosen cant just go and tranq your guys then instantly snag them and run off, instead he just shoots again. As a Sniper, High and Mighty I feel is fitting because any sniper that tries to fight on an even playing field is just plain stupid. This strength focuses on making him that much harder to hit on higher ground while increasing his lethality. Finally Warning shot makes it so you actually feel like you are being targetted by a highly trained, dangerous sniper and this perk enhances the sniper's already lethal arsenal!
Let me know of your thoughts.