<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ethereal311</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ethereal311"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Ethereal311"/>
	<updated>2026-05-01T08:05:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=22848</id>
		<title>Wish List (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=22848"/>
		<updated>2009-09-26T12:06:05Z</updated>

		<summary type="html">&lt;p&gt;Ethereal311: /* New Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for fixes or improvements that would be nice to have for X-Com, Terror From The Deep (TFTD). &#039;&#039;Since TFTD shares its game engine with X-Com Enemy Unknown, there are many  problems that are common to both games. Please make any shared/common wishes under the X-COM EU Wish List (link at the bottom of this page).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fixes =&lt;br /&gt;
&lt;br /&gt;
* Research Tree bugs&lt;br /&gt;
* Underwater-only weapons reaction-firing on land&lt;br /&gt;
* Bio-Drone melee attack has no effect. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent. &lt;br /&gt;
* Bugs with MC at the end of one stage of a multi-stage mission. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?)&lt;br /&gt;
* The really annoying &amp;quot;Cannot intercept over land&amp;quot; message that pops up continually (more than once a second) during some pursuits along coastlines.&lt;br /&gt;
* Permit aliens to use carried melee weapons. (This is a game engine bug that applies to XCOM-EU as well, but is moot since XCOM-EU aliens don&#039;t have carried melee weapons.) This fix could inadvertently make the game easier, as aliens would use Sonic Pulsers (their default option since they can&#039;t use melee weapons) less often. So it is essential to ensure the AI chooses sensibly between drills and Pulsers.&lt;br /&gt;
&lt;br /&gt;
= New Features =&lt;br /&gt;
&lt;br /&gt;
* Airborne Interception - what&#039;s the point of flying subs without air to-air weapons anyway?(Avalanches anyone?) Surely it&#039;s better to &#039;splash&#039; the USO &#039;&#039;before&#039;&#039; it makes it to the safety of water?&lt;br /&gt;
*Alternatively, get rid of the pretense that subs can fly. How does sonar track a USO over land, anyway?&lt;br /&gt;
* Combined land/sea game, with subs and aircraft, USOs and UFOs, Aquanauts and Soldiers, land and sea bases. Now that would be cool!&lt;br /&gt;
*A slightly less dramatic change:  on any land mission, automatically swap Dart Guns, Jet Harpoons, HydroJet Cannons and Torpedo Launchers for (respectively) Pistols, Rifles, AutoCannon and Rocket Launchers &amp;quot;from stores&amp;quot; (including their ammo of course). Purchase price of the weapons would be doubled (or just add the cost of the XCOM-EU equivalent) to reflect this versatility. &lt;br /&gt;
:Essentially the game would switch icons and elements of OBJECT.DAT for a land mission. Could also switch Grenade types perhaps? But it&#039;s best to keep some underwater weapons (eg Gas Cannon), especially for land missions where there is some water present. Conceivably, in recognition of the progress made by XCOM, and the increasing threat, the authorities might even make available some of the scarce (?) stocks of laser weapons, to exchange for Gauss weapons during land missions. (But this is not really necessary, as Gauss weapons are quite adequate on land.) Working plasma weapons of course have long since vanished due to lack of Elerium. (Although by the same argument, 1st Alien War-era Personal Armour should be issued to any unarmoured troops on land missions. Maybe it takes 200% damage from Sonic weapons.)&lt;br /&gt;
* Bind equipment set to Aquanaut, so not to pick it every single time.&lt;br /&gt;
* Add mortar (acting both on land and underwater).&lt;br /&gt;
* Make Gauss useful?&lt;br /&gt;
* Add Ion weapons (They have Ion Beam Accelerators, right?). So why not make them smaller, more compact, and fire faster (if not weaker) shots?&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Wish list|Wish List (Enemy Unknown)]]&lt;/div&gt;</summary>
		<author><name>Ethereal311</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_by_Role&amp;diff=22847</id>
		<title>Weapons by Role</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_by_Role&amp;diff=22847"/>
		<updated>2009-09-26T11:54:17Z</updated>

		<summary type="html">&lt;p&gt;Ethereal311: /* Anti-Terrorist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rather than deciding which is the absolute &#039;best&#039; weapon overall at each level of technology, it is often helpful to think about different roles for different weapons.&lt;br /&gt;
&lt;br /&gt;
==Scouting==&lt;br /&gt;
&lt;br /&gt;
For forward troops who use a lot of their TUs in movement. Where possible, alien units they detect will be engaged by other troops to their rear (&amp;quot;scout/sniper tactics&amp;quot;). However this is not always possible, so scout troops need to be armed with weapons that are still effective with small numbers of TUs remaining.&lt;br /&gt;
&lt;br /&gt;
Suggested sequence:&lt;br /&gt;
&lt;br /&gt;
*Pistol or Rifle&lt;br /&gt;
*Laser Pistol or Laser Rifle&lt;br /&gt;
*?&lt;br /&gt;
&lt;br /&gt;
==Standard==&lt;br /&gt;
&lt;br /&gt;
General purpose standard weapon for ordinary troops with no specialised role. The main desirable traits for the standard weapon are firepower, a degree of versatility, good ammo endurance, reasonably low collateral damage. HE weapons are generally unsuitable due to the collateral damage problem - even if friendly troops are wearing heavy armour, loot can be destroyed and civilians killed. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Rifle&lt;br /&gt;
*Auto Cannon&lt;br /&gt;
*Heavy Cannon&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multi Role==&lt;br /&gt;
&lt;br /&gt;
Different from a general purpose weapon, a weapon that can perform a variety of specialised roles. Typically these are multi-ammunition weapons. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Heavy Cannon&lt;br /&gt;
*Auto Cannon&lt;br /&gt;
*Pistol-armed Grenadier/Medic/Engineer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
&lt;br /&gt;
A weapon that can engage effectively at medium to long range. Lethality and TU-efficiency are important. First shot (or first burst) killing power is important in order to deny the target the opportunity of reaction fire. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Rifle or Pistol&lt;br /&gt;
*Heavy Cannon&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
==Safe Sniper==&lt;br /&gt;
&lt;br /&gt;
Similar to a sniper weapon but where it is important to avoid nearby targets (such as friendly troops or civilians). In addition to the criteria for a sniper weapon, the most important criteria is the minimum number of misses per kill, and the minimum damage for those misses. Again, for this reasons HE weapons are inappropriate for this role. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Rifle or Pistol&lt;br /&gt;
*Heavy Cannon&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
&lt;br /&gt;
These are for close range and/or offensive operations and prioritise nothing more than raw firepower, though some element of (forward) mobility is also important. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Rifle&lt;br /&gt;
*Auto Cannon&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
For attacking targets where there is no line of sight from the attacker to the target. At the tactical level of this game, this means grenades or other thrown explosives. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Grenade&lt;br /&gt;
*High Explosive&lt;br /&gt;
*Alien Grenade&lt;br /&gt;
&lt;br /&gt;
==Area Interdiction==&lt;br /&gt;
&lt;br /&gt;
Similar to indirect fire, using direct fire area weapons to attack an area where there are possible but unsighted enemy. HE, incendiary and automatic weapons are suited for this role. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Auto Cannon HE/IN&lt;br /&gt;
*Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapon==&lt;br /&gt;
&lt;br /&gt;
For attacking hard targets that cannot be effectively engaged with standard weapons. Heavy weapons may have comparatively poor mobility, weight, ammunition and rate of fire. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Heavy Cannon AP/HE&lt;br /&gt;
*Rocket Launcher&lt;br /&gt;
*Small Launcher&lt;br /&gt;
*Blaster Launcher&lt;br /&gt;
&lt;br /&gt;
==Terrain Clearing==&lt;br /&gt;
&lt;br /&gt;
Clearing away cover and concealment to enable spotting of the enemy and to prevent ambushes. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Auto Cannon HE/IN&lt;br /&gt;
*Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
==Obstacle Clearing==&lt;br /&gt;
&lt;br /&gt;
Point removal of specific hard terrain features to enable easier tactical maneuver around the battlefield. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
*Heavy Cannon AP/HE&lt;br /&gt;
*Laser Pistol&lt;br /&gt;
*Laser Rifle&lt;br /&gt;
*Heavy Laser&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anti-Terrorist==&lt;br /&gt;
&lt;br /&gt;
Specific weapons for tackling alien terrorist units. In conventional warfare these would be the &amp;quot;anti armour&amp;quot; weapons, though specifics vary with the kind of terrorist. &lt;br /&gt;
&lt;br /&gt;
*Reaper&lt;br /&gt;
**Auto Cannon or Heavy Cannon HE&lt;br /&gt;
**Rocket Launcher HE&lt;br /&gt;
*Cyberdisk&lt;br /&gt;
**Rocket Launcher HE Lg&lt;br /&gt;
**Laser Rifle&lt;br /&gt;
**Heavy Laser&lt;br /&gt;
*Celatid&lt;br /&gt;
*Silacoid&lt;br /&gt;
**Auto Cannon HE or Heavy Cannon HE&lt;br /&gt;
**Rocket Launcher HE Lg&lt;br /&gt;
*Sectopod&lt;br /&gt;
**Laser Rifle&lt;br /&gt;
**Heavy Laser&lt;br /&gt;
**Heavy Plasma&lt;br /&gt;
**Blaster Launcher&lt;/div&gt;</summary>
		<author><name>Ethereal311</name></author>
	</entry>
</feed>