More Fun To Compute
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He asked what their canonical explanation would be, so I'm guessing at it.![]()
OK. I'll let you off, but I have my eye on you.
He asked what their canonical explanation would be, so I'm guessing at it.![]()
You have to hold everything you're looting.
Not really. You allocating soldiers to a role is emergent gameplay while a class based rpg system is the designers explicitly telling you what to do.
I'd say that a class system is more 'realistic', given the fact that you're controlling a squad of trained soldiers.
The original one constantly gives you the impression you're overseeing a ragtag group of disorganized guys with a gun (it's something more suited for a survival game - which X-Com is, in some aspects). Yet, it's difficult to say the latter didn't work, both story-wise and gameplay-wise .
I may be a bit nostalgic here (and I am), but your men evolving in a particular way just because you loaded them with heavy weapons during a mission was probably one of the charms of EU and I fear we may lose it in this XCOM.
Update 5 said:Everything that Firaxis has shown so far indicates that any 'dumbing down' is limited solely to removing over-designed rules. For example, the original's Time Units have been removed for a simple move+action (or double move) for each unit. The idea is to let players still make the same decisions - move here, shoot that - without having to precisely calculate steps taken and type of shots fired in order to optimize that final five percent of combat effciency.
I'd say that a class system is more 'realistic', given the fact that you're controlling a squad of trained soldiers.
The original one constantly gives you the impression you're overseeing a ragtag group of disorganized guys with a gun (it's something more suited for a survival game - which X-Com is, in some aspects). Yet, it's difficult to say the latter didn't work, both story-wise and gameplay-wise .
I may be a bit nostalgic here (and I am), but your men evolving in a particular way just because you loaded them with heavy weapons during a mission was probably one of the charms of EU and I fear we may lose it in this XCOM.
Given that you unlock more people, they might have actually just reversed that flow.
As in, it starts easier and gets harder.
I believed that the soldiers I was recruiting should have been like the cream of the special forces of the world and not people who were unfit and only worked out how to shoot a gun after a real mission. But the game worked and I don't see how classes are any more realistic. It's just less suspicious for people who are used to class based RPGs.
A better system would be to keep the classless nature of the original X-Com, but have "suggested roles" for them, and icons that indicate what they are above-average at doing and what their best trait is.
Dear Firaxis,
Move-act is *fine*, really. Plenty of SRPGs and other TB games use it, and I love plenty of those. I can see why some people are not bothered by it. BUT, this will make this new Xcom a mere shadow of what old Xcom when it comes to tactical flexibility. I am not talking about number-crunching that last 5%, I am talking about being able to look around your environment, because the enemy could be anywhere. Xcom was a very tense game, and this helped create that atmosphere.
*diagram*
An icon-based system showing the characters strengths and weaknesses next to the name in the soldiers menu would have been great in the original game.
You could still do something like that with nicknames, but icons would've been helpful in sorting out soldiers (a thing which EU was sorely missing).
This is all true, would definitely have preferred the ap system. I'm guessing los won't have any relation to facing, you'll just be able to see everything in a 360 degree arc.
I believed that the soldiers I was recruiting should have been like the cream of the special forces of the world and not people who were unfit and only worked out how to shoot a gun after a real mission. But the game worked and I don't see how classes are any more realistic. It's just less suspicious for people who are used to class based RPGs.
Presumably you're modifying the Skyranger.
Not very tense.
I'm trying to remember how los works in Valkyria Chronicles, I think it may be the same there.
VC let's you stop mid-turn, turn around and such, so it wouldn't be bad.
And LoS is not 360 degrees. You have to face enemies to see them.
I don't like the sound of that :/ I'm betting that your soldiers will be much more durable than they were in the original.
@abiessener Adam Biessener
@NeuromancerGAF You start at 4 and research higher limits as the game goes on.
I get it though, this game is going to be a bit different. TU changes, ability changes, squad changes, unit count changes, base number changes, we shouldn't expect it to carry too much over from the original. Well, at least it will be something new, not more of the same. Hope it works out!
Yeah definitely. I'm not expecting a carbon copy of the original. I feel kind of bad for the devs because they have so much to live up to and we're going to be nitpicking at differences all the way. It's just hard not to when the original is beloved as much as it is. Still really excited for it and glad it's being made.
I am talking about being able to look around your environment, because the enemy could be anywhere.
Well that is not what i wanted to hear. Four soldiers to start with seems too damn low. At least you can raise it via research and it is not limited to 4 like I originally heard, but without more info it still sounds bad.
I feel about manual LOS checks basically the way I feel about searching for secret doors in D&D: people who are playing at tactical optimality will do it constantly, so the system might as well abstract it out and make people focus on tactically-interesting decisions instead.
I feel about manual LOS checks basically the way I feel about searching for secret doors in D&D: people who are playing at tactical optimality will do it constantly, so the system might as well abstract it out and make people focus on tactically-interesting decisions instead.
One of the things people need to start getting used to right now is that -- very much unlike the original X-COM -- this game will be designed to ease people in and help them learn mechanics one at a time, so a lot of stuff will be simpler to start even if the overall complexity still dials up to comparable levels.
One of the things people need to start getting used to right now is that -- very much unlike the original X-COM -- this game will be designed to ease people in and help them learn mechanics one at a time, so a lot of stuff will be simpler to start even if the overall complexity still dials up to comparable levels.
This game is not going to drop you into the fire like the first one did and that's fine. The worry I have is that this game will never dial up to comparable levels. All i know is that it starts you off with 4 guys and you can add more. My worry comes from how much more what is the limit. The reason 4 sounds bad to me is that it is much lower then the 14 for the original so i am thinking that the upper limit is going to be much lower as well. Then I worry that if the limit is really low say like 8 that the game would become too simple/easy among other things.
Yeah, I mean, I agree with all these concerns, I just think it's too early to get worked up about it. I could easily imagine a situation where there are, say, five upgrades of 4 soldiers each -- I don't think it pays to assume they'll underwhelm on this given the way the team's talked about the original game and the fact that there's a scale-up mechanic at all.
(Conversely, the action points thing seems like a point that's reasonable to be concerned about. I'm not at all concerned personally, but I definitely see the case.)
:lol true, but a little misleading, you should have a full squad of 14 soldiers for your first mission if you want to get the gene pool going properly, as red shirts are an extremely useful commodity for taking on dangerous tasks, like leaving the transport ship.
Wow. This is terrible. Move-act-move systems only seem to work decently (though never as well as AP systems) in tactical games that rely heavily on "special skills", like Tactics Ogre and Final Fantasy Tactics. Since that isn't really what X-Com is like, I guess I'll have to wait a while longer (indefinitely?) for a combat system to surpass Jagged Alliance 2.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.
I wish this was coming out right now.
I've said it before, I'll say it again: BE STILL MY BEATING HEART
Is it due out this year?
Yeah I'm guessing you start off being dropped off by a helicopter or a Humvee or something.
Finally, the suit guys are called Thin Men. "The Thin Man is strikingly similar to the Slender Man myths. It may be that some morphogenic race has been secretly studying humanity, and has sent these human facsimiles to Earth as spies. Unnaturally tall and slender, Thin Men are not perfect replicas.... Once engaged in battle, a Thin Man will perform acrobatic maneuvers unlike any human. Thin Men are capable of covering large swaths of ground in a single bound. Snipers should be wary of their ability to jump up several stories in a single leap. Once engaged in close quarters, the Thin Man unhinges its jaw and vomits forth a spray of corrosive putrescence... upon expiration, a Thin Man will explode in an acid shower damaging nearby equipment and field personel."
So my idea of going into blackout mode has already failed. Going to pre-order xenonauts this evening to get my xcom fix.
The game is still months from being feature complete, but when you preorder you can download the WIP versions of xenonauts to try them out.