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well, Dr vahlen did lose the last test subject
 
scientist slot seems very popular :)
 
In as soldier, and I share the sentiments of Scrapknight.
 
Yeah, i'm finishing up mechanics with help from iis, will try have some prototype rules up later today or tomorrow. :)
 
here is the prototype for the Strategic Rules all feedback welcome

each strategic turn covers a period of a week, all orders are to be posted in the thread. Each strategic turn ends when central decrees it ends, or after deadline.


The XCOM project has the following Stats in the strategic phase:

  • Money = the current capital available to the XCOM project
  • Income = the amount of money added when the month ends
  • Elerium = the amount of Elerium collected from Alien Sites
  • Alloy = the number of Alien Alloy collected from Alien Sites
  • Meld = the amount of Meld Collected
The project will also have several other miscellaneous items that i will track and can be checked by simply asking me. however the above ones are the main ones.


The following players have orders in the strategic phase.

Central:

  • can end the turn early
  • may choose when to intercept
  • Launch Satellites
  • Scan for Exalt
  • Buy OTS upgrades
  • choose which tactical missions to respond to
Chief Engineer:

  • Build Facilities
  • Build/Buy Items
  • Research Foundry Projects
Chief Scientist:

  • Research New Technology
Soldiers:

  • may undertake Mechanisation
  • may undertake genetic modification
  • may undertake Psionic Testing
Resources:

XCOM gains money at the end of every month or by selling equipment on the grey market for the following prices


Equipment

Price

Alien Body

$5

Elerium

$3

Alloy

$2

Weapon Fragments

$1

UFO flight Computer

$40

UFO power source

$75

Alien Stasis tank

$10

Alien Surgery

$25

Fusion Core

$125

Damaged flight computer

$30

Damaged Power Source

$40

EXALT weapons

$1



Interceptions:

  • when i announce an alien craft has been detected central has the option to intercept, if it is done so i will give a play by play recap of the interception results.
  • you can have up to four interceptors on a continent
    • if the interceptor loses there is a 33% chance of it having successfully aborted and returned to base
    • if the Interceptor wins, an optional ufo crash site mission is generated
    • if the first interceptor is unsuccessful, attempts can be made to try again, however they each have a lower chance of successful interception, (the first is guaranteed) you may keep doing this until you fail an interception or all your interceptors are destroyed/damaged
    • if an interceptor takes damage it will take time to repair depending on how much it took:
      • light = 1 week
      • Heavy = 2 weeks
      • Severe = 3 weeks

Scan for Exalt:

  • an exalt scan costs $75 and will reveal an EXALT cell, giving you the option to launch a covert mission
Covert Missions:

  • one soldier must be selected to be the operative, and they will be unavailable for any other actions for two weeks, after that period a mission is created to extract the operative, as a reward success will reveal new information about the EXALT base.
Officer Training School Upgrades

  • the officer training school allows for the purchase of the following upgrades
Name

Function

Cost

Prerequisite

Wet Work

reduces the kills for a rank up by 25%

$125

Soldier at Sergeant level

Squad Size 1

squad size increased to 5

$50

soldier at sergeant level

Rapid recovery

halves wound recovery time

$150

soldier at Lieutenant level

Squad Size 2

squad size increased to 6

$75

Soldier at Captain level

Iron Will

soldiers gain more will when they rank up

$200

soldier at sergeant Level

Don’t Die on Me

increased chance of a soldier being in a critical state instead of killed when health reaches 0

$275

soldier at colonel rank




Build Facilities

XCOM uses the ant farm style as the game does.

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to build a facility the tile must be excavated at the cost of $20, and the level accessible by building an access lift. facilities grant buffs and bonuses to XCOM and each facility takes 2 weeks to build, access lifts and excavations each take 1 week.

the facilities in XCOM are:


Name

Role

Cost

Access Lift

Allows Access to new level

$50

Excavation

allows construction of other facilities

$20

Satellite Uplink

can control 2 satellites

$150

Satellite Nexus

Can control 4 satellites

$300, 25 alloy, 2 UFO flight Computers

Laboratory

Speeds up Research

$125

Workshop

Decreases facility and Item cost

$125

Foundry

Allows research of foundry Projects

$75

Officer Training School

unlocks OTS upgrades

$125

Psionic Labs

Allows testing for psionic powers

$200

Cybernetics Lab

allows creation of MEC troopers

$50

Genetics Lab

allows creation of Gene-Modified Soldiers

$50


Items:

items can be bought by XCOM at various costs, more items are unlocked, unless otherwise stated all items are completed instantly, e.g satellites which take 3 weeks to build, the starting list of items is as follows:


Name

Time to build

Cost

MedKit

N/A

$35

Ceramic Plates

N/A

$25

Interceptor

1 week

$40

Sattellite

3 weeks

$100


Research:

the chief scientist may research one tech at a time, depending on the number of labs and how advanced the current research is, the tech will have 1 of 3 ratings, fast, normal or slow, these effect how fast research occurs.

Fast = 1 week

Normal = 2 weeks

Slow = 3 weeks.


any feed back is welcome :)
 
It seems like there is a lot on the plate of the command and control types, but what, exactly, do the player soldiers have to do each turn?
 
working on tactical part as we speak, which is for the soldiers :)
 
Well, that is a lot to take in, but I've played more complex games in the past, so it should be fine.