I agree with what Neuromancer already said.How accesible would this game be for someone who never played the first one?
I think you're missing the point. TUs allow as many actions as you have points for (see my formula earlier in the thread), a two move system allows 2 actions max, how can you not see the difference?
For example, if throwing a grenade costs half the time units of shooting, you immediately have a greater choice, do you move and shoot once, or move and throw two grenades, or move and throw one grenade and then move again?
With a two move system you can only move and shoot, or move and throw one grenade only, it flattens out most actions to be considered the same (shooting is equivalent to a grenade, moving one square is equivalent to moving five squares). To me, that is a huge reduction in depth.
Look, I have worked with leading complexity and chaos theory researchers to decision AI decision algorithm trust me on this.
lol, what does this have to do with anything.
You are missing the forest for the trees. There is no reason why the scenario that you referenced can't be contained in a move-action system. Any minor marginal gain in flexibility is swamped by the increased accounting burden. Moreover, the is still an optimal solution for each scenario. TUs don't change that; they just increase the likelihood that the mechanics of the rule set lead to sub-optimal decisions based on obfuscation.
Look, I have worked with leading complexity and chaos theory researchers to decision AI decision algorithm trust me on this.
Also, previews have given examples of how level progression modifies the move-action formula to add 1, or possibly more, steps to that action chain.
I'll stop now, Im sure people will have stuff to say on this, maybe to tell me Im out to lunch and it should stay the same as it was.
I'll stop now, Im sure people will have stuff to say on this, maybe to tell me Im out to lunch and it should stay the same as it was.
He is saying that time units make the game too complicated for AI so the player would always have a huge advantage.
They've handled the research complexities of Civilization just fine, I'm sure they can stick in an adviser or two to help orient the direction of your research and base building.
I was going to mention Civ as an example of having a completely transparent research tree. You know what is available and what it will do for you in turn 1 of Civ games so there's no suspense to it. Xcom works a bit differently in the idea that you dont' know what you will come across until you've researched it.
Research in Civ games is purely to place a time/resource cost to the tech so that you pay for it instead of having it for free. There is also a robust number of choices and the option of researching everything is limited by the same cost.
So what would everyone like to see? A completely transparent research tree ala Civ with the inability to research everything? (which also requires balancing to ensure that no choice is the wrong choice)
Or the xcom original mystery grab bag, casting your net into the tech tree and hoping for something cool to pop out?
Or the xcom original mystery grab bag, casting your net into the tech tree and hoping for something cool to pop out?
These days it makes little difference to me as I enjoy both methods. However when UFO first hit the market, the mysterious tech tree and the way in which you researched various things on that tree was one of the main draws for me. It was really satisfying to hit a hard tact mission, barely win but make it back to base will all kinds of new and interesting things to research.
I think the secret tech tree could work really well as long as they make sure that you're getting new stuff to research pretty regularly and that the results of research are all pretty useful (if very different from one another.)
Being that research is dependent on player choice in the old ones (and assuming they mimic the old ones in this area), I would think it would work pretty well once again. A secret tree is gonna prompt a certain amount of hate in the market regardless, but those people can faq it three days before the game hits the street if they're worried about research time and maximizing their efforts.
I wonder if the UFOpedia is still in...
But they are openly describing the alien threat as mysterious (see the video); it would then be ridiculous to have, from the beginning, the list of the alien tech you're going to encounter.What about having an option for transparent or hidden trees? At the very least, they can tie it to difficulty level.
What about having an option for transparent or hidden trees? At the very least, they can tie it to difficulty level.
I concur 100%.You're jury rigging scavenged alien tech into your own weapons, how exactly would it make sense to see the entire tree of what you can research when you don't know what you're facing or scavenging. It makes 0 sense for it to be transparent.
However when UFO first hit the market, the mysterious tech tree and the way in which you researched various things on that tree was one of the main draws for me.
wtf the levels are not randomly generated?
That sucks a lot.
wtf the levels are not randomly generated?
That sucks a lot.
Agreed. However, after several playthroughs, all the mystery is sucked out since we know all the choices available to us anyway because we've memorized them.
Ideally, I'd like to have a system that somehow replicates the mystery and enjoyment every single time, even on repeat playthoughs. Such a system would be pretty hard to create, though.
Overall I think that one flaw of the original XCOM for veteran players is that there is really only one or two optimal ways to research tech in the game, since everyone always does it pretty much the same way.
I would like to see it so that there are multiple optimal paths.
Additionally, I would like to see each researchable item have some kind of benefit to the player. Researching things like Alien Entertainment and have it be a waste is kinda pointless, imo.
I would also like to see the tech tree be dynamic and cause the player to think and adapt, depending on what kinds of artifacts he is able to scavenge/recover and on what his current needs are. I don't want the player to think "oh, I know I have to research this thing now because I've played the game a million times before and this is what you're supposed to do". I'd rather have the player have to choose from a variety of equally viable choices in order to craft the play experience that he deems fit to craft.
Ideally, I'd like to have a system that somehow replicates the mystery and enjoyment every single time, even on repeat playthoughs. Such a system would be pretty hard to create, though.
Ideally, I'd like to have a system that somehow replicates the mystery and enjoyment every single time, even on repeat playthoughs. Such a system would be pretty hard to create, though.
This is getting a bit out there, but how about missions that you don't actually attend? Like the mission Bones suggested but instead of manning the mission you elect 2 guys to go off alone to try it out. They perform the mission and come back with boosted stats if they won. If you send some elite guys the chance of success is higher but the reward is less.
You wouldn't want the missions to have a chance of killing your guys so they would be more boring types that you could ignore. Like scouting out sightings from civilians or collecting alien trash found in some guy's back yard, etc.
The other risk to having a guy sent out on a solo mission is that he's not available for full missions.
This was done in one of the FF Tactics games. It could be a good way to get a green soldier some experience without the full risk of combat.
This is getting a bit out there, but how about missions that you don't actually attend? Like the mission Bones suggested but instead of manning the mission you elect 2 guys to go off alone to try it out. They perform the mission and come back with boosted stats if they won. If you send some elite guys the chance of success is higher but the reward is less.
You wouldn't want the missions to have a chance of killing your guys so they would be more boring types that you could ignore. Like scouting out sightings from civilians or collecting alien trash found in some guy's back yard, etc.
(this kind of spitballing is probably best reserved for a sequel instead of the reskin/tweak we're all hoping for, but it's fun to dream.)
Your opinion ceased to be interesting or relevant here.In anticipation of the new X-Com I just started playing X-Com: Apocalypse(on sale on Steam right now for $2.49). I've never played an X-Com before so I decided to start with this one and preserve the Enemy Unknown experience for the remake, even though I've heard Apoc is the worst of the 3. I'm really enjoying it so I figure I'd share a few of my newbie impressions:
The bad first. After playing for a good 8 hours so far, I'm glad they've taken out the time units.
I hope there's not too many cutscenes. XCOM isn't about some fixed story, it's about the player making his own story. Plus fixed levels? It feels like they've missed the spirit of the original.
Yikes, it just sounds like he didn't know any better.Your opinion ceased to be interesting or relevant here.
You deliberately picked a game that made a very bad use of the original mechanic and now you pretend to be able to judge it, despise not having any experience of the original game.
Your opinion ceased to be interesting or relevant here.
You deliberately picked a game that made a very bad use of the original mechanic and now you pretend to be able to judge it, despise not having any experience of the original game.
And yet he's jumping in the argument "TUs good/bad" and taking sides without any actual knowledge of the original game.Yikes, it just sounds like he didn't know any better.
But you apparently don't know the first thing about them; you claimed just a post ago that Apocalypse was your first X-Com.You're exaggerating. TU's still get fucked up in the original.