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Member
(03-06-2012, 04:56 PM)
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#151
I'm so excited for this game. UFO Defense is my favorite game of all time and I put lots of hours into it each year, even still. I'm somewhat concerned about the squad limit. I'm more concerned that now that they are making an X-Com game that I'm actually excited for after all these years, that I'm going to die or the world is going to end. |
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Faster, stronger, smarter and has a wife who plays more games than you
(03-06-2012, 05:02 PM)
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#152
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Member
(03-06-2012, 05:04 PM)
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#153
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Member
(03-06-2012, 05:08 PM)
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#154
That looked really cool, looking forward to this game so much.
Don't agree with the revisionist bashing of TU's in this thread though. There were the reserve tu buttons for shots\crouching so you didn't have to make mental calculations at all, the game did it for you. Bottom line is they allowed more flexibility. You could do a whole range of things in a single turn. Also allowed you to spend part of a soldiers tus, switch to another soldier to do something else then come back later to the original dude to spend them.
Last edited by Air Zombie Meat; 03-06-2012 at 05:28 PM.
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Member
(03-06-2012, 05:16 PM)
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#156
Its a conceptual difference. The two systems have different flavors and I think X-Com is characterized by the non-fixed flavor of the TUs-based system. Apocalypse is realtime but I think it feels more X-Com-like than all the Move+Action games I know.
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The Mayuh of f'n Bawston
(03-06-2012, 05:25 PM)
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#158
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I've done nothing with my life except eat and fap
(03-06-2012, 05:28 PM)
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#159
My first post in this thread about flexibility:
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I hope it helped. |
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I've done nothing with my life except eat and fap
(03-06-2012, 05:34 PM)
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#161
So you never ran into a situation when you had no points to shoot even if you thought that there was enough points to spend?
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Member
(03-06-2012, 05:35 PM)
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#162
You are entitled to your opinion but all this ranting about "doing math" is a bad joke and makes no sense. Also, no, "flexibility" isn't about personal opinions. It's about how many different tactical options you have. And it's a fact that TUs allow a more detailed and more versatile micromanagement, ergo they *objectively* are a more flexible game mechanic. |
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Banned
(03-06-2012, 05:37 PM)
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#163
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Member
(03-06-2012, 05:42 PM)
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#165
No because I use the "reserve tu's for shot" buttons. It automatically stops you from using tu's that you would need to fire. Theres also a reserve for crouch one. Can't help but question how familiar you really are with the game if you don't know about those.
Last edited by Air Zombie Meat; 03-06-2012 at 05:47 PM.
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I've done nothing with my life except eat and fap
(03-06-2012, 05:43 PM)
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#166
Quote:
Quote:
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Member
(03-06-2012, 05:43 PM)
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#167
That made #1 on RPS' list of "XCOM Remake: 8 Things I Dig, 6 Things I Worry About"
http://www.rockpapershotgun.com/2012...own-preview-2/
Originally Posted by RPS:
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I've done nothing with my life except eat and fap
(03-06-2012, 05:46 PM)
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#170
/sigh |
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(03-06-2012, 05:55 PM)
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#172
Tidbits from another interview, from Metro.co.uk:
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Quote:
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Member
(03-06-2012, 05:56 PM)
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#173
Eh, you asked me a question about what I said in relation to XCom. You've been using that example of not having enough tu's left to shoot in XCom the whole thread when it's just not possible if you play the game correctly.
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(03-06-2012, 06:09 PM)
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#177
Solving this would involve implementing a system where clicking on the unit would have their moveable distance highlight the tiles in a turn's reach, possibly changing color to indicate where the divide between move + shoot vs. move + move reaches. This is what we are getting in the new game now, so I'm pretty happy with it for now, as it should be more intuitive. |
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Member
(03-06-2012, 06:17 PM)
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#178
People complaining are silleh. There's nothing wrong with Time Units/Action Points but I'm also not against different systems. If you look at games UFO: Enemy Unknown, X-Com: Apocalypse, Jagged Alliance 2 and Valkyria Chronicles, they're all great games but also extremely different in many aspects. I really don't mind seeing things done differently.
I think we're actually lucky in that regard. While there's not many games in this genre, most of the games are very different and unique. Compare that to the shooter genre where 90% of games are practically identical. |
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Member
(03-06-2012, 06:30 PM)
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#180
Anyway I'm fine with the new system as it's a different game and all, not going to condemn it until I've actually seen how it works in context. Just don't agree with the assertion that tu's are a horribly complicated system that forces you to number crunch. I know I've never done it. |
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Banned
(03-06-2012, 06:36 PM)
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#181
6 Player Squad Limit. I'm happy with that. 8 would've been nice just for the option but more than that at once isn't really effective or realistic for a squad sim.
Kind of disappointed the levels aren't unique but who gives a damn really. If there's enough variety in the levels, weapons and aliens then cool. |
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Banned
(03-06-2012, 06:46 PM)
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#182
I stated simple facts that are not open to interpretation. When an optimal solution exists, depth is nonexistant around that dimension. So I don't see how you can argue the topic. Now we can certainly argue the meaning of depth, but that is about it.
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Member
(03-06-2012, 07:04 PM)
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#185
If anything, there are more possible combinations using TUs and granular management than using fixed phases in your soldiers' turns. Beside there are many other implications with the new system. Like the fact that in a move+action system LOS checks are losing any significance. And in fact we know that in this new X-com we aren't dealing with cones of vision and lines of sight anymore, as anything isn't covered by the fog of war is constantly visible for any member of your team. So forgive me if I can just laugh or be annoyed when I read your nonsensical statements about how TUs are supposed to take away depth from the combat system.
Last edited by TucoBenedictoPacifico; 03-06-2012 at 07:06 PM.
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Member
(03-06-2012, 07:08 PM)
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#188
Quote:
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The Mayuh of f'n Bawston
(03-06-2012, 07:16 PM)
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#190
Yeah I bet they did it just to have scripted events in every level. (Like the little cutscenes where you see the aliens for the first time.)
I would much rather forgo those and have randomly generated levels; that was one of the defining characteristics of the first game for me. |
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Banned
(03-06-2012, 07:24 PM)
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#194
GiantBomb just posted a really good article on XCOM here:
http://www.giantbomb.com/news/xcom-e...ma-death/4020/ |
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Member
(03-06-2012, 07:24 PM)
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#195
Stardock ran into a similar problem with Elemental. Even though the game was tile-based, the finished game only featured pre-made maps. This was because their map generator and AI wasn't up to the task. Thankfully, they fixed this in the upcoming sequel.
Last edited by epmode; 03-06-2012 at 07:28 PM.
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The Mayuh of f'n Bawston
(03-06-2012, 07:39 PM)
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#198
As you said it's only a matter of time before you play the same exact level again and it will probably play out the same exact way. |
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The Mayuh of f'n Bawston
(03-06-2012, 07:43 PM)
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#199
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