Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 245 246 [247] 248 249 ... 469

Author Topic: X-Com Chimera Squad  (Read 732934 times)

Egan_BW

  • Bay Watcher
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3690 on: February 04, 2016, 11:01:08 am »

X-Com: Ufo Defense does not exist in my timeline. Firaxis now make tactical combat spinoffs of Civ, but they aren't very good.
Also! All my bodyparts fell off.
Logged
Not true, cannot be proven, true but misrepresented.

kilakan

  • Bay Watcher
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3691 on: February 04, 2016, 11:15:55 am »

I can...wait what's that noise... *urk*... *thump*
Logged
Nom nom nom

Rince Wind

  • Bay Watcher
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3692 on: February 04, 2016, 11:55:46 am »

It is the sound of Advent, bashing on your door to imprison you before you can take the fight to them.


6 more hours wahhhh
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3693 on: February 04, 2016, 11:58:58 am »

Practicing my Australian.

G'day cunt! Shrimp my Vegemite barbie yeah?

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3694 on: February 04, 2016, 11:59:18 am »

* Aklyon interrupts with other news!
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3695 on: February 04, 2016, 12:02:45 pm »

I died waiting for 2com and was sentenced to an eternity in hell overhearing other people play the game but never be able to play it myself!

* Aklyon interrupts with other news!

Yeah well but does it have snek tits?
Logged
Love, scriver~

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3696 on: February 04, 2016, 12:05:12 pm »

They picked a hell of a time to announce that.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3697 on: February 04, 2016, 12:06:03 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

And "less strategic railroading"!  I haven't played Xenonauts 1 but surely I am correct in assuming they're making a megacity with factions like Apocalypse this time.  Possibly with the Half Life brand.  Half Life Apocanauts 3 confirmed

Sorry, early-morning lawnmowers made me smart today
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Majestic7

  • Bay Watcher
  • Invokes Yog-Soggoth to bend time
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3698 on: February 04, 2016, 12:06:52 pm »

I'm actually more hyped about new Xenonauts, but while waiting for my true love I'm willing to bang this snake-titted strumpet.
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3699 on: February 04, 2016, 12:09:39 pm »

They picked a hell of a time to announce that.
They even mention on the page that this is mostly to tag along with the hype, the actual announcement will be later. Plus they aren't stuck with an engine that is shit this time.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3701 on: February 04, 2016, 12:16:38 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

I'm usually a turn based kind of guy, but I feel like air fighting would not be particularly well abstracted into tb. I'd prefer something phase based (ie the turns are separated into two phases; one where you decide your actions, and an other where every unit makes their action simultaneously), so you'd risk units crashing into each other if they plot the same course.
Logged
Love, scriver~

timferius

  • Bay Watcher
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3702 on: February 04, 2016, 12:42:53 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

I'm usually a turn based kind of guy, but I feel like air fighting would not be particularly well abstracted into tb. I'd prefer something phase based (ie the turns are separated into two phases; one where you decide your actions, and an other where every unit makes their action simultaneously), so you'd risk units crashing into each other if they plot the same course.
Something like the X-wing minature game would be pretty cool. Where you pick the manoeuvres for everything at once, then they all resolve.
Logged

Majestic7

  • Bay Watcher
  • Invokes Yog-Soggoth to bend time
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3703 on: February 04, 2016, 12:47:39 pm »

There was a couple of WW2 air warfare games like that, where you led a squadron of RAF or Luftwaffe during the Battle of Britain. The battles would play in the way you guys described, I think it worked pretty well. Of course in a modern fight the distances would be very long and not sensible for dogfights.
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3704 on: February 04, 2016, 12:52:05 pm »

Xenonauts 2 has been a thing for a while now, and the design process has been very community oriented. (Dev puts ideas/plans on forums, people comment, he revises.)

Last I saw it was going to be a UFO Aftermath situation where most of the population is already dead. There's one central base with defending(/capturing) territories to secure resources and manpower. And technology is aimed to be a lot less linear (no more straight weapon progression).
Of course, it's probably changed a lot since then.
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
Pages: 1 ... 245 246 [247] 248 249 ... 469