ArkkAngel007
Member
I finally noticed the email today, and it did seem like XCOM. Haven't played any despite owning Enemy Unknown, but something I know I'll love when I sit down with it. Good to see more coming.
As it should! lol Rushing headlong in to battle typically accomplishes little more than getting said head shot off. Remember, a solder's job isn't to die for his country; his job to make some other poor bastard die for his. Earlier, someone was complaining that sprinting in to unexplored territory would generally get you killed. My question is, why would you expect any other result? A true element of risk just requires you to use proper squad tactics. That's a good thing. Have you ever read The Art of War?I found it actively discouraged aggressive play, and I think Firaxis at least partially acknowledged it, because they introduced a time-limited resource, Meld, in the expansion.
I get the impression EU2012 was more of a side project than a huge tentpole thing like Civ/Bioshock is for 2K. Hopefully they've changed their minds on the matter this time around.I dont really want procedural generation except maybe for wilderness crashes. But whats really important is that there is proper mod support this time. No doubt the XCOM coommunity would have littered EU and EW with new maps if it had been possible.
They probably did, since XCOM: EU sold tons on PC, got pretty great critical coverage, and helped boost 2K's reputation.I get the impression EU2012 was more of a side project than a huge tentpole thing like Civ/Bioshock is for 2K. Hopefully they've changed their minds on the matter this time around.
As it should! lol Rushing headlong in to battle typically accomplishes little more than getting said head shot off. Remember, a solder's job isn't to die for his country; his job to make some other poor bastard die for his. Earlier, someone was complaining that sprinting in to unexplored territory would generally get you killed. My question is, why would you expect any other result? A true element of risk just requires you to use proper squad tactics. That's a good thing. Have you ever read The Art of War?
Unless he's behind the disappearences himselfSo now everyone is missing except the little kid.
That kid is about to get got.
Please include procedural map generation this time. It's such a critical feature for tying the tactical mode to the strategic mode!
You know, if this is actually XCOM.
Question: How would you feel about a map creation tool and the ability to subscribe to curated map playlists on the Workshop that would be added behind the scenes to the possible map pool, but the maps themselves either had no procedural generation or limited procedural generation?
There's actually a big tradeoff with procedural generation of maps in that they aren't handmade, so they won't have some of the uniqueness and interesting features that crafted maps would have. I've played some of the EU/EW maps literally hundreds of times now and I don't find them boring-they all have certain properties to them and exploiting those properties is key to higher level success.
Question: How would you feel about a map creation tool and the ability to subscribe to curated map playlists on the Workshop that would be added behind the scenes to the possible map pool, but the maps themselves either had no procedural generation or limited procedural generation?
It would be an improvement but still misses the reason I want procedural gerneration to return. The battle screen can tie into the strategic layer in so many interesting ways:
All of these variables have interesting gameplay implications that are lost with pre-generated maps.
- Time of day - Limited visibility at night needs to make a return! Sure, fighting at night was almost always a bad idea but sometimes you didn't have a choice.
- Size of the UFO on the ground
- Condition of the UFO - Bring it down with less lethal weapons or wait for it to land and and the ship will have more intact equipment for scavenging... but there will be more resistance. This also changes the map itself: A crash destroys nearby structures.
- Terrain at the UFO's location - When exactly should you shoot down a UFO? Certain biomes make for tougher fights.
Your point about the prefabricated tradeoff is a good one but a good generator would allow the developers to include larger set-piece style chunks along with the more granular stuff. It doesn't have to feel like each map was put together in a random jumble! Spelunky does a great job with this.
The developers could also include pre-built levels as a supplement to a map generator.
You can't have random procedural generated maps without putting a lot of effort into the generation. Especially when the strategy end makes the soldiers in the game waaaaaaay more valuable than cannon fodder. They'd have to fundamentally change the way the soldiers work on tactical/strategic ends (i.e. removing a bulk of the perk/leveling tree) so you can have those moments where you're forced into shitty cover/in the open taking low % pot shots. That just simply wasn't how EU2012 was philosophically designed. It's not wrong, it's just different from OG X-Com.Please include procedural map generation this time. It's such a critical feature for tying the tactical mode to the strategic mode!
You know, if this is actually XCOM.
Remember, a solder's job isn't to die for his country; his job to make some other poor bastard die for his.
Never heard of this website before, so maybe take this with two handfuls of salt:
http://www.technologytell.com/gaming/147833/xcom-2-2k-announcement/
2, 3, and 4 are already a thing. Crashed maps have a bunch of debris, burning scenery, stuff like that. The rewards for nailing a landed UFO are greater, but the risk is higher. This already happens..
You can't have random procedural generated maps without putting a lot of effort into the generation. Especially when the strategy end makes the soldiers in the game waaaaaaay more valuable than cannon fodder.
You keep saying that, but I think you've got it backwards. That's just how war is; if you're cautious, your reward is that you get to live. As I was saying before, even the scatter-on-reveal behavior is a form of drool-proofing compared to the more realistic behavior present in the original. To paraphrase you, "it overly rewards sloppy play," because you can blast through encounters and still be confident of coming out on top. You were arguing that dumbing down the enemy allows for more varied play styles, but in fact, it just changes the play style in effect, changing the game itself because if charging in and steamrollering the opposition is a viable option, why would you do anything but? You're actually arguing that even having them run for cover makes the game too hard. What would you have them do instead when discovered? Just stand there and die while you move the rest of your troops up to slaughter them?No, and I don't expect nor need my TBS games to reflect its teachings. I do, however, want them to encourage various playstyles, and I felt the alien scatter system overly rewarded slow, creeping play. Baiting aliens via a scout unit turn-by-turn didn't make for dynamic approaches to missions.
And as I've said earlier, I recognize why the system exists, and I honestly don't have a better solution. Doesn't mean I can't complain about it though
Looking at the Advent site a buddy of mine discovered that some of the text used is Xcom Regular...It seems like a lock now imo for an Xcom sequel.
Almost certainly a new XCOM. A reboot of Apocalypse, maybe?
From the screens:
SNIP!
Spinning earth? "We are still watching"? XCOM fonts?
It's XCOM.
There's also the fact that if you download the pdf then check the font names, one of them is listed as "Xcom Regular." Not sure if this was brought up yet, but yeah.
A bit late with that, I'm afraid. It has already been mentioned in this very thread
You keep saying that, but I think you've got it backwards. That's just how war is; if you're cautious, your reward is that you get to live. As I was saying before, even the scatter-on-reveal behavior is a form of drool-proofing compared to the more realistic behavior present in the original. To paraphrase you, "it overly rewards sloppy play," because you can blast through encounters and still be confident of coming out on top. You were arguing that dumbing down the enemy allows for more varied play styles, but in fact, it just changes the play style in effect, changing the game itself because if charging in and steamrollering the opposition is a viable option, why would you do anything but? You're actually arguing that even having them run for cover makes the game too hard. What would you have them do instead when discovered? Just stand there and die while you move the rest of your troops up to slaughter them?
Like I said in my first post, Demon's Souls was basically the X-Com of action games. You're basically arguing that Bloodborne would be a better game if it wasn't so hard. While it would certainly be more accessible to a wider audience, that would destroy precisely what its fans love most about it. Like Bloodborne, X-Com requires players to play carefully and deliberately, and punishes them mercilessly when they fail to do so. If you take that way, then you're left with "just another game." See where I'm coming from here?
Incidentally, you really should read The Art of War. There's a reason it's been required reading for 2500 years. It really will teach you a lot of useful information about strategy and tactics. Information which will be of great use to you, even in games not based directly on its teachings. In fact, it's actually useful in many aspects of life; not merely traditional warfare.
if they had just left a map editor in with XCOM the pools for that game would've been ridiculously large
Play Xenonauts. It is the original X-COM (with some housekeeping) transported back to the time of the Cold War.(Generally speaking, I miss the simulation side of the original game)
Yep it's xcom
Awesome. Hope it really comes this year like whatever-that-site-is (Technology Tell) predicted.
Would love a new XCom for next-gen systems. I wonder if they'll change up the way attack hit chance works, it could get pretty frustrating in EU.