No Perfect Copies for OpenXcom

Released . Ranked 209 of 232 with 141 (0 today) downloads

Published by baconia (mod ID: 358)


Another difficulty increasing mod. After playing the recent re-imagining of XCOM, it does make one curious about the reasoning for vanilla gameplay elements like the difference between a Hovertank Launcher <-> manportable Blaster Launcher-the difference in damage there. The theme of this mod is that the aliens' technology, by and large, is superior to what the far less advanced humans can dream up in a year's time or less. Reverse engineering can happen, but the alien weaponry is always going to pack a bigger punch. Like the example before, a HWP Fusion Bomb is 140 damage, but the man/alien-portable Blaster Launcher is 200 damage, the only Battlescape weapon that can puncture a UFO. It stands to reason that it's not strategically "realistic" that a resistance force of rock throwing apes could manufacture PERFECT COPIES of alien technology and weaponry.

This mod removes the ability to manufacture all alien technology. It allows the commander to continue manufacturing alien-DERIVED equipment and craft weaponry but 1:1 copies of alien tech are out.

COMPATIBILITY MINDER: This mod hinges its functionality on the fact that the vanilla game logic makes it completely impossible to capture a Cyberdisk Terrorist.




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Warsmith1646177139 @warsmith1646177139

Would be cool if you made it so you can still make alien-derived gear but the stuff you manufacture would be 15-25 percent weaker?