I'd prefer the 1994 version for the abilities to keep a form of consistency with the TFTD aspects, but the appearances of the aliens can be either the 2012 or the 1994 version.
There is no reason to not adapt; I'll be the first to admit that the old games haven't aged well. It will ultimately be up to whoever ends up creating them, but I would be all for a reconstruction of the original elements, both to bring them up to modern standards and to fit them into the Dwarf Fortress engine more smoothly.
True. As I see it, there's two options we could do here: run a poll and see which version people would like to see (stalling work on the Sectiod/Floaters/etc creatures and tech, as well as a little on the progression from vanilla areas, due to not knowing where to precisely end up), or we could have there be 2 versions, one based strictly off of the old games, and another using the 2014 remake of Enemy Unknown as well as having there become changes to TFTD and Apocalypse portions to have there be greater synchronization. (Effectively creating two mods, which could possibly result in resentment of everyone using one of them and those who are working on keeping the other up to date would not be recognized.)
Since it is late here, I'm going to go with the first of those two options for now, so we know what people want to see. There will be 3 options: Strictly the old series, Old Series but 1994 edition of Enemy Unknown replaced with 2014 version, and 2014 remake with slight reimaginings of TFTD and Apocalypse.
Why not just use the originals?
I must admit that I'm unsure on where you want the project to start. Do we want to start at vanilla levels, with swords and steel alone, or do we want to create an XCom base with rifles and tanks? If we start at vanilla levels, will we be limiting alien contact to roughly the same time a colony reaches modern standards or will we fight Sectoids with bows and arrows?
By 'Originals', I was referring to the tech trees of the game for their aspects.
Since I am going to be working on that portion, I can tell you. Initially, the player is going to start out with bows and arrows, swords, etc, then work their way up through a tech tree to technologies roughly on par with where XCom started, with some minor shifts to have some technologies showing up earlier (ex. Dart Guns will come up for production sooner than a fair deal of the other technologies.
We will also need to consider balancing, and how limited in scope it might be compared to the XCom series. If we will have Cydonian aliens and T'lethian aliens running around, how different will Sonic and Plasma be? Will we want to include Disruption technology from Apocalypse as well? How will we make various weapons at the same tech level behave differently? In the games pistols tend to be faster, more convenient for equipment use and less powerful than their larger counterparts, but we can't manipulate those last elements in Dwarf Fortress. Are we going to simply make pistols cheaper or more efficient to produce than rifles and cannons?
Actually, Broken Arrow proved you can control how much damage a projectile will perform, since knocking down the Max Velocity to 1% vanilla values caused the bolts to behave realistically.
We also need to consider that resource collection will be different here; the only resources players will get is what the enemy brings to them. How will we implement Elerium or Zrbite? Alien alloys can be collected from dismantled weaponry, naturally, but what sort of resource costs will we place on powered armor to make it a less attractive option than personal armor?
Elerium/Zrbite/Alien Alloys: Give the aliens a reaction that allows them to refine 'Alien Alloy' from nothing, but have it tagged to a job such as metalcrafter. Then remove Furnace Operator, and they can only use that materials. We can then set up reactions that, when a material is 'researched', you get the scrap Alien Alloys from disassembly of the weapon and a chance of getting Elerium/Zrbite. Alternatively, the weapon's 'Plasma Blast'/'Sonic Pulse' ammo gives Elerium/Zrbite when smelted down, to simulate extraction of the material from the power source of the weapons.
Finally, consider that most of the TFTD equipment was simply an underwater analogue to XCom equipment; in an above-ground game and with an engine that simply won't allow underwater combat in the first place, most of the TFTD roster probably won't find a use in our mod.
Not in fortress mode, but in adventure mode (which with this mod would be an analogue to going out on a mission), it could provide flavor for those who want a more true to source run (ie. Not using laser and plasma weaponry underwater).
There's also the issue of explosive weaponry, but I think we can survive without grenades, rockets and Blaster Launchers.
I think there are DFHack scripts that could allow the simulation of grenades and the such.
I'm mostly asking all of these questions so that I can understand where you want to bring the project and help you get it there. I'm sure that you and I have different visions of the final project, but if we want to bring it all into one cohesive mod we need to be on the same page.
Understandable. In any endeavor involving multiple people, communication is key to a quality experience in the final product.