Mouse-based vs controller-based basically?
Yes, and you could pull the view out further on pc
Mouse-based vs controller-based basically?
Mouse-based vs controller-based basically?
Pretty much. PC also had enhanced combat, more tactical vs the more hack and slash nature of the console version from what I played.
The guys in suits in the screenshots are 'Thin Man' aliens. They're able to leap long distances
Thin (adj.)
Synonyms: Slender.
Thin (adj.)
Synonyms: Slender.
I usually don't rename my soldiers (which probably explains why I keep losing), but yeah, I'd be happy to make it to some kind of narrative. Of course, the idea of a GAF plays is to encourage other people into the fun. Otherwise it's just a McNum Plays, which I'd probably like, but could get dull to everyone else.
I've read the SA Let's Play (So many Chryssalids!), which basically was what got me to buy the package on Steam, haven't read Fishman's yet. I can see that on an earlier game, I actually kept notes in character. Why would I do that? Probably because writing after-action reports in the character of "that commander no one liked, so we shipped him off to head that silly alien fighting thing no one believes in" is funny. But a proper GAF plays would likely need a decent opening post. I'll try mixing something up and see if anyone wants in. I do have the ulterior motive of having somewhere to cry for help if things go south. Well, more south than normal in X-Com.
I'm twitching badly at some of these. Classes? Perks? Experience bonuses for doing something as sodding irrelevant as keeping everyone alive? What sort of game do they think they are making?
The feature list looks interesting, not sure it's a perk system but a skill tree ala RPGs so you can develop your team to you play style, and surely a bonus for keeping the team alive suggests they intend to keep to its roots of being hard? Or have I just been trolled???
Thanks for the summary zoner.
Everything sounds great so far, really looking forward to it. I do find the bonus for not losing members a little questionable... it was pretty to very difficult to not lose members in the originals (especially when you get to the stronger units, like the actual saucers that take ~10 hits to bring down and can kill your units in one shot). It also effected moral, having squad members die. Hopefully the difficulty is balanced so it's very hard to get that bonus consistently!
Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so
Ugh. Please don't dumb the game down like this.
I do find the bonus for not losing members a little questionable... it was pretty to very difficult to not lose members in the originals
Ugh. Please don't dumb the game down like this.
Hopefully it will be as good as destruction in Apocalypse..FUCK. YES. That's what I needed.
Ugh. Please don't dumb the game down like this.
How about a New Game+ that lets me carry over my squad mates or something like that?
What do you guys think?
•No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don't want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.
•Soldiers can still panic, but not to the point of wiping the squad. Likewise, you'll never get plasma-bombed right out of the carrier. They want to make the game more fair, and those were specifically mentioned.
•The strategic layer is extremely robust. You still need to choose which countries to send missions to, which offers of aid (in exchange for more protection) you'll accept from which countries, which alien technologies you'll research, etc. The back-and-forth between tactical and strategic play remains at the heart of the game.
•Overwatch, duck-and-cover, etc. are all still very much present, tactically.
•You can research vehicles, which take the place of a squaddie. They don't gain XP and when they are destroyed they are lost for good, but they provide serious cover and firepower. One example given is a mobile heavy weapons platform that serves as a good overwatcher for a tactical advance.
•Sectoids and Mutons are in. Cyberdiscs and Thin Men are also mentioned. Evidently psionics are also in.
•Aliens have their own special perk-like abilities as well.
Overall it looks really ☺☺☺☺ing fantastic and I am now DAY ONE.
The article specifically cites a sniper spending their entire turn to take an aimed shot for Massive Damage. Perhaps it's more accurate to think of the game as having only two action points per turn, for Move-Shoot, or Move-Move, or Aim-Shoot, etc.
Gus, like I said, overwatch is in the game. In, in, in the game. You definitely can set up squaddies who haven't used all their actions in a turn, such that they can do overwatch and shoot the instant something comes into view.
Reloading costs an action, so it is a tactical consideration. Ducking into cover is the main positioning mechanic they mention. They also mention supppressive fire as another mechanic -- your heavy weapons guy can lay down a barrage that can paralyze pinned units (e.g. remove their actions). Grenades are in, wounding is in. Generally it doesn't sound like there are fewer tactical options, but rather that the bookkeeping is simplified.
(This part was by the author of the GI article)
Apologies if the article was unclear, but the deal is that sniper rifles are unusual in that they take a full turn to shoot. You can unlock a move-shoot perk for snipers at some experience level, but your basic sniper rifle takes a full turn to fire.
Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so. Suppressive fire is crazy awesome, for instance, but it burns through ammo like a mofo so you're borrowing turns down the road to kick ass now.
Body positions - AIUI you are assumed to be kneeling behind partial cover etc. They didn't go into a ton of detail here. Personally that's a level of control granularity that I'm not concerned about preserving, so long as I have other awesome ☺☺☺☺ that I can do and creative tactics to explore. Which from what I've seen will not be lacking.
So yeah, you only have one base. Building different bases has been removed, but you still buy satellite coverage (the new radar) and build hangars for interception in different countries. Your single base is like way more crazy awesome than any base from the original, though, and presents lots of opportunities for more decision-making in terms of digging deeper as well as what kind of expansion facilities you add on (see the screenshot of the "ant farm" that we put online Monday).
The removal of action points is sad, but acceptable as long as they retain other stats so that a single move can traverse more or less terrain based on them. Still, having crazy good soldiers that could autofire with 50% accuracy three times per turn will be missed.
I'm disapointed by the lack of action points, but still day one for me.
Also disappointed, surely if moving any distance take one 'move' there's no incentive to proceed slowly and carefully? Might as well run the full distance everytime. Also with the apparent removal of kneeling, it makes the choices around how you spend your 'time' far less interesting/involved (read: shallow). Move character full distance -> shoot -> move character full distance -> shoot -> rinse repeat.
Also disappointed, surely if moving any distance take one 'move' there's no incentive to proceed slowly and carefully? Might as well run the full distance everytime. Also with the apparent removal of kneeling, it makes the choices around how you spend your 'time' far less interesting/involved (read: shallow). Move character full distance -> shoot -> move character full distance -> shoot -> rinse repeat.
And removing the multiple base construction? Why? That was one of the best parts of the original. Why with all these remakes do they feel the need to improve a load of stuff, but remove one or two key features that were a massive part of the game's appeal in the first place?
Oh well, hopefully Xenonauts will be more traditional.
Also since there are no action points I guess I was right about the health and cover indicators?
Why should I move into unknown territory - just because I can? Makes no sense.
The additional bases didn't really add anything to the game, especially since you can still build hangars all around the globe. They can achieve the same depth with the one base mechanic, we'll see if they do.Eh i am not sure if i like some of the stuff that Peakish posted. The removal of action points being the first, but I will have to see how this new system they have works before I come to any conclusion. Though only having one base no matter how awesome it may be sounds like bad news to me.
I just want some videos now so I can see the game in action.
The additional bases didn't really add anything to the game, especially since you can still build hangars all around the globe. They can achieve the same depth with the one base mechanic, we'll see if they do.
The point is there's no gradation in the penalty for moving further, in the original you were constantly making decisions as to whether it was better to move a bit further or be able to kneel when you got there, or to reserve time for a snap shot (or two, or three), or not kneel but have a snap shot ready, etc. etc. etc.. In this new one it removes all that and it's more a case of, "Want to move over there? Yeah, why not, it's inside my 'movement zone' and it makes no difference to how much in cover I am or the accuracy of my shot, as I don't need to reserve time to kneel, or whether I still have enough left for (presumably only one) snapshot."
Not saying it's the end of the world, but it is IMHO a massive decrease in complexity and inevitably it reduces choice.
You definitely can set up squaddies who haven't used all their actions in a turn, such that they can do overwatch and shoot the instant something comes into view.
Air Zombie Meat said:I'd like to know if fire and smoke are in the game.