BruceLeeRoy
Banned
This looks so good. I can't believe how closely they are keeping the soul of this series alive.
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.
Oh I must have missed that, where did they say that?well, this I doubt because spawns are randomly generated but still...
Oh I must have missed that, where did they say that?
GC: (laughs) So the levels themselves are also completely randomly generated?
JS: The levels themselves are hand-crafted but we have an obscene amount you could not play through a full game twice and see those levels again. But what happens on those levels with aliens when they come up, that stuff is all procedural.
No wonder people ask if this is a big production... Look at the game. Why does it visually, look so goddamn cheap.
here:
Oh I took that more to mean the AI that drives the aliens is dynamic and responds to your actions/movements, not that the spawns are random.here:
Super excited for this. I didn't play the original, does it hold up today?
lol, premade levels. Just make large square sections like gas station, restaurant, buildings, etc. This make me sad.
Oh I took that more to mean the AI that drives the aliens is dynamic and responds to your actions/movements, not that the spawns are random.
Let's consider having just the two most basic action: move and shoot.I hope it helped.
We'll see I guess.well, I don't think that they would confirm that AI is dynamic because it can't be not dynamic
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.
Edi: Oh, and TUs is no Einstein stuff, it is just an expendable resource represented by a value, like MANA from every RPG ever.
Yeah, except there isn't one single optimal solution with a TU-based system; it really doesn't matter how insistently you keep repeating it.
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.
Do you have a 3DS? Ghost Recon Shadow Wars is pretty awesome.This game looks like fun, is there any game that is close to this kind of gameplay?
This game looks like fun, is there any game that is close to this kind of gameplay?
There is a 4-units limit, which can be upgraded to 6 (new airships I presume).Is there some max character limit you can bring in a mission? I want be able to bring 50 men to a mission!!
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)
- With the way the gameplay is, smoke grenades are either a perk or entirely not within the game.
- All things math (TU's, percentages) 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.
Lies! Here you have only 41§ and power generator costs simply 5§- maybe
- doubt it
- no clue
- they said smokes are in, and some classes can use them more effectively
- maybe
- 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)
- All things math (ex. TU's, percentages, etc) will be simplified (17%? more like 20%!).
goober said:This game looks like fun, is there any game that is close to this kind of gameplay?
Lies! Here you have only 41§ and power generator costs simply 5§
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.
Wait what? You're offended by the removal of a bunch of zeroes from the end of a number? Why? If that little "§" was replaced by "M§" for Millions of §, would you be less offended?
The real issue here is that managing TUs is accounting, and accounting doesn't make for fun game play.
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.
Let's consider having just the two most basic action: move and shoot.
Do you have a 3DS? Ghost Recon Shadow Wars is pretty awesome.
wait, what????
levels are not procedural???
now that is bullshit...........
edit: and before you say that you can't do procedural levels with UE3 - Hunted did that.
I'm sorta offended that you're so offended.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.
This is a forcing. It doesn't naturally belong to a TUs-based system.you can't move after you shoot.
you may have no problems with maths but you have problems with reading comprehension so I'll mark all words necessary for understanding.
My first post in this thread about flexibility:
after this post I asked people to explain how the old system is more flexible for me. They explained. And then I explained how the old system is less flexible for me because I had less headroom for actual planning and strategy. I don't give a damn if the old system is more flexible for you because I won't be playing the game sitting in your head. The ultimate goal of all strategy games is to make player form a strategy. The old system left me less choice because instead of thinking about a strategy I had to do maths. If your brain enjoys doing math and building a strategy through numbers and calculations it's fine. I tend to think with images and associations and use them as building blocks for thinking.
I hope it helped.
Of course there is a single optimal solution. LOS checks never had any significance in XCOM because every situation fell into 2 states: LOS needed or not. TU do nothing to enhance that complexity. Most times LOS was needed so you reserved those TU if you are playing optimally. All the TU did was provide an accounting exercise that limited players from optimal play through either misunderstanding of the ruleset or as I usually play winging it without much thought because I have enough experience to have a good feel for the TU limitations.
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.
Erm, what's your problem? If you look at my post you quoted it is already an admission that I had misinterpreted your statement.
Sounds like this will be very accessible.How accesible would this game be for someone who never played the first one?