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(03-06-2012, 07:47 PM)
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#201
This looks so good. I can't believe how closely they are keeping the soul of this series alive.
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I've done nothing with my life except eat and fap
(03-06-2012, 07:52 PM)
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#202
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I've done nothing with my life except eat and fap
(03-06-2012, 07:56 PM)
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#204
here:
Quote:
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I've done nothing with my life except eat and fap
(03-06-2012, 08:04 PM)
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#211
well, I don't think that they would confirm that AI is dynamic because it can't be not dynamic :) |
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Member
(03-06-2012, 08:07 PM)
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#212
Let's consider having just the two most basic action: move and shoot.
In a Action + Action* system you have 4 combinations: shoot+shoot, shoot+move, move+shoot, move+move. (* and a lot of games use an even more limited Move + Action ) In a TUs system, considering the most simplistic scenario where shooting = 50% of your TUs, you'd still at least have one more combination: move+shoot+move; and this is exactly thanks to its flexibility. In fact a TUs based system uses it flexibility to build complexity, UFO itself is a good example of this. An A+A system needs superstructures to reach complexity, like units with rigidly defined roles and special abilities/powers. So TUs-based systems are intimately more flexible than A + A. And your objection makes little to no sense: If you prefer A + A because it is more svelte I can't say nothing (good for you), but the extra options that a TUs system gives are still there and being too lazy to take advantage of them doesn't make them disappear. Edit: Oh, and TUs is no Einstein stuff, it is just an expendable resource represented by a value, like MANA from every RPG ever.
Last edited by robin2; 03-06-2012 at 08:13 PM.
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I've done nothing with my life except eat and fap
(03-06-2012, 08:15 PM)
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#214
I'M FINE WITH THAT. I'm fine with everything except numbers which I hate passionately since the day I went to school and they made me learn them. Just give me a clear representation of resources available, that is all. |
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Member
(03-06-2012, 08:27 PM)
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#215
What I hope is that the bar the units have under their supposed health (the dotted one), indicates a flexible behavior movement action.
There is a stripe with a small vertical like: I'm hoping the stripe indicates the total amount of a the move action, and the vertical line how much you have expended it. That would open to a more flexible use of the move action (enabling move + shoot + move). It still is inferior to TUs but it is already more creative than a totally rigid A+A. Edit: hmmm sadly it doesn't seem the case.. judging about the video.
Last edited by robin2; 03-06-2012 at 08:30 PM.
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Banned
(03-06-2012, 08:28 PM)
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#216
To me micromanagement is NOT FUN. I prefer to focus on strategy and tactics and not accounting. Also, given today's real world technology, unless the aliens are employing stealth technology, LOS is an outmoded concept as the soldiers should have fairly complete battlespace information. |
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Member
(03-07-2012, 12:22 AM)
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#223
Of course it is one of the most controversial element of this re-imagination of UFO:EU. But you couldn't bring 50 men even in Apocalypse (36 max).
Last edited by robin2; 03-07-2012 at 12:25 AM.
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gentleman and scholar
(03-07-2012, 12:38 AM)
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#225
As heard on InterCom 5456: "We know what the feck makes X-Com, X-Com. Now let's take away all those small, interesting features. Them folks can't count up to five anyway. Ladders are too mainsteam, gotta be hip-"
Let me straight up guess, if... - Each level starts with a cutscene where your units escape the ramp and you start with all of them scattered in the radius of your dropship and behind a cover. - Your funds/points will be shown to you in two to three-digit numbers. (you have 100£, upgrade costs 15£, etc etc...) - The interceptors will automatically intercept moving targets. You only may be able to choose their style of engagement. (if they don't introduce a laser satellite) - smoke grenades are either a perk or entirely not within the game. Same goes to night gear. - All things math (ex. TU's, percentages, etc) will be simplified (17%? more like 20%!). I am out. So, please be good, please be good, please be- oh an ant hive! simple folks have hard time counting on that. Now I feel much saver about this game. Also, Bunch of unprofessional jackasses in my team >:( Every vet knows that you deploy a tank and a smoke screen first and foremost.
Last edited by raphier; 03-07-2012 at 01:02 AM.
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Member
(03-07-2012, 01:02 AM)
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#226
- doubt it - no clue - they said smokes are in, and some classes can use them more effectively - maybe |
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gentleman and scholar
(03-07-2012, 01:09 AM)
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#227
It is pretty clear the studio expects me/us to be a little dumb or something. Atleast smoke is in, so I am delighted a lot by that.
Last edited by raphier; 03-07-2012 at 01:12 AM.
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(03-07-2012, 01:46 AM)
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#229
Quote:
Originally Posted by goober:
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PLATYPOTAMUS is evolving!
PLATYPOTAMUS evolved into PLATYPOTAMOTATIMUS! (03-07-2012, 02:01 AM)
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#230
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gentleman and scholar
(03-07-2012, 02:16 AM)
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#232
Also if that §M defines that whenever you run under 1M§, it becomes <999,999§ I truly have no problem with that. Otherwise 1M§ is the limit and that's boring in my opinion.
Last edited by raphier; 03-07-2012 at 02:20 AM.
Reason: §
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Member
(03-07-2012, 02:23 AM)
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#234
This looks great , but fuck dynamic camera angles my god this type of shit is ruining games for me. These glam cams always suck dick Arkahm City, Street Fighter 4, im seeing it in the new Dead or Alive, it makes me feel like im in a quicktime event and I hate that shit. Here watch a repetive 10 sec clip that youve seen a hundred times before you can play again k. Hope you can turn that shit off, the game is beautiful in the isometric view and thats how i'd always like to view the game thanks.
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Member
(03-07-2012, 02:39 AM)
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#236
I'm interested to see how many hand-crafted levels they have, if it is indeed an obscene amount. I'm probably one of the rare ones that doesn't like procedurally-created or randomly-generated levels, because you can "see" similar chunks and patterns after a while.
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Faster, stronger, smarter and has a wife who plays more games than you
(03-07-2012, 03:03 AM)
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#239
Some of the issue here is that there are a pretty good number of players who enjoy strategic depth and also enjoy accounting. These players are going to be inclined towards keeping both around already for that reason, but those players will also be the best positioned to take advantage of the minuscule benefits that careful accounting can extract -- which means they're always going to overestimate the amount of benefit it brings to the table.
This isn't really an apples-to-apples comparison though. I mean, if you break it down to the simplest imaginable system: ACTIONS: You have two actions, a move and an action. The move can be used to move up to 5 tiles. The action can be used to shoot OR to move up to five tiles. You must use the move first. TURN UNITS: You have ten TUs. Each square you move costs one TU; shooting costs 5 TUs; you can't move after you shoot. The outcomes are identical in those two systems, even though one uses TU and one doesn't. At that point there's no tactical difference whatsoever. And starting from that point, most individual tactical choices can be implemented in either system in a way that preserves most of the depth. For example, with LOS-checking, you could manually look around yourself (at a cost of 1 TU) on each square, or you could implement a "move cautiously" action in the action system, that halves your movement but checks your LOS on each square. In the vast majority of situations, there's no meaningful tactical difference here. Isn't it on iOS now too? |
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Member
(03-07-2012, 03:46 AM)
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#244
I mean really? If these are the things you're worried about, they must have done a fan-fucking-tastic job making sure every other aspect of the original was there. Rounding of percentages. Would you even be able to notice the difference in-game. |
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Member
(03-07-2012, 08:15 AM)
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#246
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Member
(03-07-2012, 08:21 AM)
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#247
Very disappointed with lack of random generated levels. I could live with 6 team members and lack of TUs but non-random levels is a breaker for me. You will see the same levels in YT videos that you encounter during your gameplay. They said "obscene" amount... how much is this? If the game can be beaten in say 40 level then obscene IMO is 400 levels. Doubt they would create 10 times the amount of levels that you need to complete the game.
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Member
(03-07-2012, 08:46 AM)
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#248
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. |
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I've done nothing with my life except eat and fap
(03-07-2012, 08:52 AM)
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#249
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