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Author Topic: X-Com Chimera Squad  (Read 724424 times)

EnigmaticHat

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Re: X-Com 2: Enemy Known
« Reply #480 on: June 02, 2015, 06:56:18 pm »

I love how the previous game's cyberdiscs never raised any complaints, but reptile mammaries are so unrealistic.  Or the part where the floater's jetpack was clearly burning large amounts of fuel and expelling it out the back yet there's no place the floater could have logically stored said fuel.  Or just... everything about how the seeker was built.  We all accepted "alien tech is magic" for those things, I don't see why "alien gene therapy is magic" is different.

I mean hell, EWs entire concept of gene therapy is just blatantly not how genes work.  Changing someone's genetic code doesn't physically change their bodies.  I mean it might make them infertile or give them cancer.  But anyway, it fundamentally makes no sense and yet everyone was OK with it.
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Culise

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Re: X-Com 2: Enemy Known
« Reply #481 on: June 02, 2015, 07:00:50 pm »

I love how the previous game's cyberdiscs never raised any complaints, but reptile mammaries are so unrealistic.  Or the part where the floater's jetpack was clearly burning large amounts of fuel and expelling it out the back yet there's no place the floater could have logically stored said fuel.  Or just... everything about how the seeker was built.  We all accepted "alien tech is magic" for those things, I don't see why "alien gene therapy is magic" is different.
That's because the previous game's cyberdiscs, floaters, and seekers didn't have boobs.  :P
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Sheb

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Re: X-Com 2: Enemy Known
« Reply #482 on: June 02, 2015, 07:04:49 pm »

Yeah, everyone knows boobs aren't realistic! I certainly haven't seen many lately...
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nenjin

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Re: X-Com 2: Enemy Known
« Reply #483 on: June 02, 2015, 07:14:23 pm »

Snake tits....

This must be the point in a thread's lifespan where there's nothing new to talk about :P
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Twinwolf

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Re: X-Com 2: Enemy Known
« Reply #484 on: June 02, 2015, 07:18:56 pm »

Let's discuss theories of the "secret" 5th class mentioned in the trailer?

My theory: Androids.
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EnigmaticHat

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Re: X-Com 2: Enemy Known
« Reply #485 on: June 02, 2015, 07:21:38 pm »

It could be MECs.  Lamest reveal ever, but it would make sense.
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Jacob/Lee

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Re: X-Com 2: Enemy Known
« Reply #486 on: June 02, 2015, 07:21:52 pm »

Psionic operatives.
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EnigmaticHat

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Re: X-Com 2: Enemy Known
« Reply #487 on: June 02, 2015, 07:23:52 pm »

I'm holding out for rebellious hybrids.  That would be the best answer.

Or maybe some kind of parkour class, that would be pretty cool too.
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Dansmithers

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Re: X-Com 2: Enemy Known
« Reply #488 on: June 02, 2015, 07:27:11 pm »

Snake tits....

This must be the point in a thread's lifespan where there's nothing new to talk about :P
As the great philosopher Plato said:
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KingofstarrySkies

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Re: X-Com 2: Enemy Known
« Reply #489 on: June 02, 2015, 07:30:57 pm »

It could be MECs.  Lamest reveal ever, but it would make sense.
MECS BEST
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BurnedToast

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Re: X-Com 2: Enemy Known
« Reply #490 on: June 02, 2015, 07:44:17 pm »

how would they explain not having all the awesome tech? I mean you'd still presumably have access to all the old research and stuff.

Its really not that hard.

aw, shit.  and now I've read the article.  how lame is that?  hype deflating.

Apoc had a great story, I was hoping for something similar.  New threat, and all that.

Oh well.  Hopefully the mods will make the basic gameplay fun enough that I can ignore the plot.  I mostly get into games for the stories these days though, so I might actually pass on this one if it keeps looking as dumb as this.

Same here.... Hype level dropping rapidly.

On the plus side, at least now we have a plausible reason for why we're fighting off an alien invasion with like 4 guys instead of the whole army. Stronger aliens also fit better, I never really liked that super advanced space aliens apparently attacked by sending in waves of fodder that ordinary humans with crappy weapons still managed to kill at a better then 1:1 ratio (especially in nucom where soldiers died even less than in the original)

So I don't know. It's not a total hype-train derail but I'm seriously considering disembarking at the next stop.

Let's discuss theories of the "secret" 5th class mentioned in the trailer?

My theory: Androids.

It's probably going to be some kind of psionic class, possibly gene mod related.
« Last Edit: June 02, 2015, 07:47:17 pm by BurnedToast »
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Twinwolf

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Re: X-Com 2: Enemy Known
« Reply #491 on: June 02, 2015, 07:54:23 pm »

I agree about the number of soldiers. Even if XCOM was only "elites", it should still have thousands of soldiers, not less than a hundred. And more than 6 soldiers to a mission or multiple missions at once, because really? 1 Skyranger? I don't think XCOM's that broke. At least by the Firestorms and such come out.

Now, they have an excuse. They don't have enough guys to commit a bunch to a single mission.

Now that I think of it, it would be awesome if on a few missions that really are all or nothing, like base defenses, you had access to all your soldiers, and the aliens have scaled up numbers to compensate. It would be an awesome story too. You would naturally gravitate towards the old standbys, so they'd be more likely to die, and then you're also introduced to your rookies who get a chance at badassery and promotion.
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Pajama Knight

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Re: X-Com 2: Enemy Known
« Reply #492 on: June 02, 2015, 08:09:27 pm »

They kind of did that with the reboot. You'd have a selection of soldiers that were at home during base defense, along with a few random security guards. Throughout the mission you'd get more backup, and so would the aliens. Cool thing was that the security guards would become operatives if they gained enough experience in the fight. It was my favorite moment in the game.

I don't see it working out if you controlled everyone though. It would just take too long. Maybe a multi-stage mission where several different teams strove towards different objectives simultaneously (IE, one team is a distraction, another is stealing an artifact and the third is disabling the defenses around the artifact), but beyond that I can't imagine how long it would take to command twenty or so soldiers to slowly whittle down an even larger force.

The hints towards covert ops leans in favor of smaller teams, too. It's easier for six individuals to strike and then disappear in a city than a small army.
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Re: X-Com 2: Enemy Known
« Reply #493 on: June 02, 2015, 08:21:15 pm »

A multi-stage mission where you send multiple teams to accomplish an objective would be interesting. A base defense mission could be you having access to all soldiers to form a team for each layers of defense, where they can whittle down the invading aliens before retreating until the aliens either reach the final checkpoint where the final team have to deal with them or you're fucked, or the more preferable alternative where they are killed before they can do too much damage.
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Re: X-Com 2: Enemy Known
« Reply #494 on: June 02, 2015, 08:25:36 pm »

Maybe they could use bigger maps, and combine a pair or a trio or whatever of operatives into one "fire and maneuver team" that moves as a unit, and group the aliens into similar groups. You could replace a fire and maneuver team with a mech trooper, vehicle, or weapon team, and match up individuals with a partner/squad that they synergize well with.
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