I would do a sequel "reboot". Have the same X-Com 1 situation, but move the timeline up to around 2009-2012.
In addition to just graphical tweaks, I want to expand the role of HWPs to reflect reality. For example, maybe allow players to buy a UAV. It would have to be expensive and be fairly slow, but still give the player a good recon option in the beginning of the game. Make military robots more modular, so you could mount a few different weapons on them, or maybe even use them just to carry extra gear.
I was also thinking adding a more robust political model, partially implementing things I've seen in X-Com: Apocalypse. Also to better reflect the current world situation:
Higher starting funding and possibly faster funding growth for emerging nations like China, India, and Brazil
Include more funding nations like:
Saudi Arabia (notable economy, More "Mid-East" representation on the council)
Iran (ME representation, 18th largest country)
South Korea (Top 10 economy, rising power)
Israel (Top 5 Air Force in world, ME representation)
Pakistan (nuclear power)
a nation's happiness should affect more than just funding levels, but also things like goods markets and hiring pools. Countries could also affect prices of purchased goods. For example, if China is unhappy engineers could cost more or maybe transfers costs would go up if Saudi Arabia, a major energy exporter, becomes a pact country. Maybe all countries would have an affect equally OR maybe only certain countries have certain affects on these different areas.
Along with a more robust political and economic model, alien pacts should also have more influence. Aliens should try to aim for key countries to turn like the US, China, EU, and Russia. It makes more sense, and it would be interesting to see the roles begin to be reversed as X-Com becomes more of an insurgency with support from only minor countries versus the Aliens who control the major players.
If you have a base in a country that signs a pact, there's a lot of interesting implications left unexplored. Maybe the country would reveal your location and aliens would aggressively attack you. Or maybe the host country would make life in that base harder by making it difficult to make transfers in or out, prevent additional bases from being built, or just tell X-Com to pack up and leave.
On the flip side, a country should be able to break an alien pact as well, but there should be a transitionary state where a country is neutral. It wouldn't make sense for a pact breaker to be immediately trusted.
Oh yeah, and some small things:
I want a shotgun and a knife. I liked those in UFO2K.
Be able to sell live aliens for big bucks. There should be a reason to capture live aliens after research.
Mixed unit missions
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