XCOM 2
(WotC) Spectrum: Enemies and Aegis Division
elbe  [developer] 4 May, 2022 @ 10:30am
Future Advent diversity
After getting this working in WOTC I had two main goals for improvements:

1. Adjusting the colors. It bothered me that the different color sets have different hues (ex. the pyro trooper is yellow while the heavy is orange and the captain is in the middle). Some of them, especially the riot troopers, are a bit too subtle of color to easily distinguish. The emissive lights needed to be toned down in some cases or adjusted (the commander had too bright lights, imho, and the purple suggests that it's psi related when it isn't).

For now I'm weighing the options of shiny, metallic armor or a flat color like the base units. I think the shiny looks snazzier but the flat probably works better in game. I added a picture with the two options (captains are flat, troopers are shiny).

2. More diverse and thematic abilities that scale with the unit level. The pyro and toxic units are only differentiated by their ammo and having hazmat vests, Captains and commanders get a single use call reinforcements, and the psi units all get psi zombie. I think they could do with some more tactically distinct abilities.

So far I've been looking at psi units. I want to take away the zombie ability from the psi sniper and give them something more fitting; I'm looking at a weapon disable 'shot' to make them more of a nuisance and a armor bypassing psychic damage shot - perhaps both together. Troopers might get a fuse and an ability to inflict panic. Captains keep reanimate and call reinforcements but I'm leaning towards an idea of something that puts both themselves and an ally in stasis and the captain can essentially heal the ally by draining their own hp.
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oceansoul 2 Jul, 2022 @ 4:00am 
Of course I noticed this topic after pontificating about the Riots in the normal comments. Doh.

Possibly Inspire for the Psi captains, plus maybe a second buff or solace ability for the tier 3 version? Feels fitting for a leader unit while keeping them distinct from priests and their Holy Warrior boost ability. Combine with summoning nicked from the Warlock and the floated panic ability to make them an all-round command type; buffing allies, providing reinforcements/bullet catchers, and debuffing the enemy.

For the Sniper, if you want to be truly evil, make the weapon a "psi-sniper rifle" and have all shots taken with it ignore armour (if doing this switch the standard sniper to Talon rounds rather than AP so the two units feel more distinct rather than both just penetrating armour.). Combo with squadsight and later Snapshot to make a target you want gone fast. Makes for hard tactical decisions: Can I kill everything that can see me this turn (thus denying squadsight shots) or do I push forward to kill the sniper but possibly leave someone exposed/activate a new pod.

Troopers: a low chance mindspin? Might get you panic, might get berserk, might get nothing, but if it works it does disrupt player plans. Fuse would be nasty, especially the way I play or with some of the modded grenades available. Maybe a short-range teleport.


Other themes are more difficult to think of things for. I mean toxics already get gas grenades, venom rounds, and immunity to the same. Try poking around in Mitzruti's perk pack for ideas or things to use (there's an ability in there that you could nick for that healing ability for instance).

You could also try adding them to relevant mod added aliens follower lists. So Pyro forces pair up with Flame Vipers and Andromedon Backburners. Toxics with standard Vipers and Andromedon Plaguebearers. Riots/Aegis with Armored Vipers and standard/icepurger andromedons (I guess). And Psi with Psi Vipers/Advent Warlocks. Mecs with the Assault Mec. That however just reinforces the theme but doesn't enhance diversity much and also relies on people having the other mods.
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