BibiMaghoo
Member
The world needs more Xcom, so this is a good thing. Multiple bases now please, with greater levels of customisation within them for specialising.
As a console player, XCOM is really one of the only serious strategy games I've ever played. What's wrong with the way it handles it? I always felt like it was pretty effective for what it was aiming for.
Meh, if it's XCOM then color me disappointed
My problem with it was the alien spawning system. Aliens effectively didn't exist until your troops crossed an invisible line on your turn, at which point said aliens would be able to move into cover.
I think in the expansion they introduced a time (turn?) limited resource in order to get players to move across the map more quickly.
As a console player, XCOM is really one of the only serious strategy games I've ever played. What's wrong with the way it handles it? I always felt like it was pretty effective for what it was aiming for.
My problem with it was the alien spawning system. Aliens effectively didn't exist until your troops crossed an invisible line on your turn, at which point said aliens would be able to move into cover. If you sent up a unit to the front line via sprinting, he then has no actions remaining, and thus at the mercy of wherever the aliens decided to move into cover. Same with any other units that had no moves remaining at that point. Oh, and god forbid your last unit moving on a turn discovers aliens.
My solution was to keep most of my squad together, but have one dedicated scouting unit. Said unit would always move first on a turn, without sprinting, and move forward to trigger the aliens, but also still be able to fire or retreat as needed. Then, with the aliens settled in place, so to speak, I would move the rest of my squad to flush them out.
I personally found it to be a contrived system that didn't mesh with the "rules" of the game, and rewarded overly cautious and slow play. I think in the expansion they introduced a time (turn?) limited resource in order to get players to move across the map more quickly.
Just don't get too excited for Civ Rev 2, unless it's significantly different from the mobile version. That game is pretty bad.
Yeah, that's what I'd heard. A true Civ game would be a great fit for the Vita, but I don't see it ever happening.Just don't get too excited for Civ Rev 2, unless it's significantly different from the mobile version. That game is pretty bad.
My problem with it was the alien spawning system. Aliens effectively didn't exist until your troops crossed an invisible line on your turn, at which point said aliens would be able to move into cover. If you sent up a unit to the front line via sprinting, he then has no actions remaining, and thus at the mercy of wherever the aliens decided to move into cover. Same with any other units that had no moves remaining at that point. Oh, and god forbid your last unit moving on a turn discovers aliens.
My solution was to keep most of my squad together, but have one dedicated scouting unit. Said unit would always move first on a turn, without sprinting, and move forward to trigger the aliens, but also still be able to fire or retreat as needed. Then, with the aliens settled in place, so to speak, I would move the rest of my squad to flush them out.
I personally found it to be a contrived system that didn't mesh with the "rules" of the game, and rewarded overly cautious and slow play. I think in the expansion they introduced a time (turn?) limited resource in order to get players to move across the map more quickly.
I agree, hated that free turn they had when discovered. Even when I knew they were there. I'm hoping they have an option to remove the fog of war then it's pure strategy. Anything indoors would be blacked out thus breaching would be a risky endeavor.I HAAAAAAAAAAAATE the fact that enemy turns prior to discovery don't really matter and the fact that discovery basically gives them two free turns. It's the one thing that I truly don't like about the game. It makes setting up ambushes way more difficult than it should and often punishes good strategy, and is the number 1 reason why high ground snipers make late game so trivial.
But that's me. A lot of people I know don't seem to mind. It just drives me up the wall.
And posters in the concept art on the website that looks exactly like movie posters in Enemy Within. Also, the concept sounds similar to X-COM Apocalypse.What's the evidence for this being Xcom? The Firaxis tweet and the geoscape sounding music?
What's the evidence for this being Xcom? The Firaxis tweet and the geoscape sounding music?
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.
EDIT: Now that I think about it... There's a twist here. Instead of Apocalypse's setup of the city being besieged by aliens... The city is already run by the aliens. Either that or those trippy hints I see to that point are alien propaganda in a vein similar to EU's mission-fail quote of it all being a "misunderstanding".
Hmm, I understand that complaint but I disagree about sending a soldier sprinting being an issue. In general the game meant for you to blue-move every soldier, then overwatch(the tutorial is a lying, fickle creature) so that you can catch any pods that patrol into you. Activating aliens on a dash is a bad move, yeah, but that's because double-moving ahead is a seriously bad move to make. I mean you're right in that it leaves you at a horrible disadvantage, but in my opinion it leaves you at a disadvantage the same way unequipping your armor in a JRPG leaves you at a disadvantage. It's just not a good move. I don't think you should ever dash in the game unless you are using a slow unit to catch up with another one, and he's just moving through ground you already made sure is free from pod activations.
The other option would be for the aliens on the map to be pre-activated and to shoot your dude in the face when he/she reveals them. This is cheap and would have players raging because this isn't the OG X-COM and each troop is super valuable. The scatter-on-reveal mechanic is a way of allowing aliens to exist in the fog and neither be sitting ducks or lurking unavoidable killers. You can't just have them sit there derping in the open because of the game's cover system would heavily punish that.
There is a new resource in the expansion that rewards aggressive play. Get the Meld:
https://www.youtube.com/watch?v=hlUM4VwLQzI
Note that the game also offered battle scanners for revealing fog without activation and always gives you sound cue on the nearest alien to a soldier every two turns. If you have good surround sound, the aliens also will call out after every alien move and you can get a sense of the direction from the audio even without the visual cue.
Moving into the fog of war on a double move/sprint is an art form but is very doable in the right circumstances.
Most people were unhappy with the lack of randomized maps but between engine constraints and the shit sandwich consoles the game also ran on it just wasn't happening.
I thought Enemy Within added a lot to the base game. There's a lot of new maps and you can also install Long War which strives for non-deterministic outcomes in all of the game's systems.
I wouldn't mind randomized maps, but 3D procedural generation and destructibility are hard to get right on their own, never mind in conjunction, especially in a franchise where accidentally or intentionally blowing through walls to get to aliens is a thing.
More XCOM proof.
Those are Thin-Men eyes if I ever saw them.
I didn't mean that it was a good move - I meant for it to illustrate that the safest and perhaps most optimal solution was to play very slowly, and it disrupted the game's pacing at times.
You forgot "brutal." Demon's Souls is the X-Com of action games.Some of the finest strategy games around.
As a really high level view, you have a squad of soldiers who fight turn based battles while also managing a base that allows you new technologies and tactical options.
Umm, that's like the best thing about X-Com. Rewarding cautiousness while punishing carelessness is exactly what a war game should do. That's sorta how war works. =/My problem with it was the alien spawning system. Aliens effectively didn't exist until your troops crossed an invisible line on your turn, at which point said aliens would be able to move into cover. If you sent up a unit to the front line via sprinting, he then has no actions remaining, and thus at the mercy of wherever the aliens decided to move into cover. Same with any other units that had no moves remaining at that point. Oh, and god forbid your last unit moving on a turn discovers aliens.
My solution was to keep most of my squad together, but have one dedicated scouting unit. Said unit would always move first on a turn, without sprinting, and move forward to trigger the aliens, but also still be able to fire or retreat as needed. Then, with the aliens settled in place, so to speak, I would move the rest of my squad to flush them out.
I personally found it to be a contrived system that didn't mesh with the "rules" of the game, and rewarded overly cautious and slow play. I think in the expansion they introduced a time (turn?) limited resource in order to get players to move across the map more quickly.
Ha! I knew the new game was easier, and yeah, that was it. I'm used to having the aliens on overwatch, and rounding every corner not knowing if you're about to be shot in the face. It actually taught you the proper ways to both take and hold ground. Good times.The other option would be for the aliens on the map to be pre-activated and to shoot your dude in the face when he/she reveals them. This is cheap and would have players raging because this isn't the OG X-COM and each troop is super valuable. The scatter-on-reveal mechanic is a way of allowing aliens to exist in the fog and neither be sitting ducks or lurking unavoidable killers. You can't just have them sit there derping in the open because of the game's cover system would heavily punish that.
Err, how does one ambush an entrenched adversary? And what good strategy does it punish? Seems like it only ever punished terrible strategies, such as trying to advance a man without sufficient covering fire, and that sort of thing.I HAAAAAAAAAAAATE the fact that enemy turns prior to discovery don't really matter and the fact that discovery basically gives them two free turns. It's the one thing that I truly don't like about the game. It makes setting up ambushes way more difficult than it should and often punishes good strategy, and is the number 1 reason why high ground snipers make late game so trivial.
How does removing the fog of war make the game more strategic? =/I'm hoping they have an option to remove the fog of war then it's pure strategy.
Didn't you just say we should get rid of the fog of war? Shouldn't the entire battle be risky? It is a battle, after all.Anything indoors would be blacked out thus breaching would be a risky endeavor.
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.
Oh yeah, that's a fair point, my bad. I just personally don't mind the game being slow paced, I think that makes for very fun and tense missions.
Umm, that's like the best thing about X-Com. Rewarding cautiousness while punishing carelessness is exactly what a war game should do. That's sorta how war works. =/
Guys, what if it's a new XCOM: Enforcer? Everybody wants that, right?
Guys, what if it's a new XCOM: Enforcer? Everybody wants that, right?
So when should we expect them to officially announce this game? E3 or is there some earlier 2K event where this could get announced on?
Co-sign.Meh, if it's XCOM then color me disappointed
XCOM? lol, pass