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Author Topic: X-Com Chimera Squad  (Read 736159 times)

NullForceOmega

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Re: X-Com 2: HYPE WITHIN
« Reply #90 on: May 30, 2015, 01:56:25 am »

What are these, 'expendable units' you speak of?  Commander Omega's forces are expected to have a 100% survival and completion rate, come hell or chrysallid death-wave.
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Sheb

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Re: X-Com 2: HYPE WITHIN
« Reply #91 on: May 30, 2015, 04:43:45 am »

So, what are the features you'd really like to see in NuNuCom? I think that while the streamlining of the combat in NuCom actually made it more tactical and interesting, the whole strategic part of the game (air game, base management) was lacking, so I really hope we see an improvement there.
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Xantalos

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Re: X-Com 2: HYPE WITHIN
« Reply #92 on: May 30, 2015, 04:55:05 am »

Huh, another game.
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Where are people getting all this data from?
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scrdest

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Re: X-Com 2: HYPE WITHIN
« Reply #93 on: May 30, 2015, 05:12:12 am »

So, what are the features you'd really like to see in NuNuCom? I think that while the streamlining of the combat in NuCom actually made it more tactical and interesting, the whole strategic part of the game (air game, base management) was lacking, so I really hope we see an improvement there.
Not having a point of comparison to oldCom, it sounds about right to me. I *like* NuCombat (although I concede some points, like needing to be able to target ground with things other than grenades and launchers) but the strategic part feels really goddamn short.

You have three tiers of weapons, two tiers of planes, *one* tier of buildings (except power, but that depends how you look at it) and a limited space to expand. A huge amount this isn't.
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Sean Mirrsen

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Re: X-Com 2: HYPE WITHIN
« Reply #94 on: May 30, 2015, 05:59:14 am »

So, what are the features you'd really like to see in NuNuCom? I think that while the streamlining of the combat in NuCom actually made it more tactical and interesting, the whole strategic part of the game (air game, base management) was lacking, so I really hope we see an improvement there.
Not having a point of comparison to oldCom, it sounds about right to me. I *like* NuCombat (although I concede some points, like needing to be able to target ground with things other than grenades and launchers) but the strategic part feels really goddamn short.

You have three tiers of weapons, two tiers of planes, *one* tier of buildings (except power, but that depends how you look at it) and a limited space to expand. A huge amount this isn't.
I would also prefer if, if this is an XCOM sequel and not a Syndicate one, the premade missions were omitted entirely, or split into a separate "story mode". I liked the XCOM:EU missions themselves, but I really disliked them being there as a concept.

On one hand, they create a more tangible story that one can enjoy better, the same way that one would enjoy a movie. On the other hand, XCOM, or rather X-Com, was always a game where you created your own stories. In the broadest sense, it was a sandbox. Unique missions are good ways to tell a story, but after you play the same mission the tenth time through (having either lost or won the game previously), the story starts getting kinda samey, and the randomized terror and UFO retrieval missions end up being more unique than the premade ones.

edit: going off on that tangent, I feel like it's the same error that SCi made with Carmageddon sequels. The game is wholly about being put into a murderwagon and let loose against six similar miscreants in a small residential area. Why is it that I need to trick-jump ramps across rooftops against a time limit, again?
« Last Edit: May 30, 2015, 06:02:15 am by Sean Mirrsen »
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Sheb

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Re: X-Com 2: HYPE WITHIN
« Reply #95 on: May 30, 2015, 06:46:30 am »

Also, if we could have some randomly generated maps, it would be soooooo nice.
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Rince Wind

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Re: X-Com 2: HYPE WITHIN
« Reply #96 on: May 30, 2015, 06:51:44 am »

Yes! Random maps, or at least an editor for more maps.

Also a better UI that doesn't remind me that I play a console game all the time.
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Aklyon

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Re: X-Com 2: HYPE WITHIN
« Reply #97 on: May 30, 2015, 07:45:08 am »

Modding support that doesn't require hex-wizards to make use of would be nice too.
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Henny

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Re: X-Com 2: HYPE WITHIN
« Reply #98 on: May 30, 2015, 07:55:19 am »

Here's an image that explains the Vigilo Confido thing:

Spoiler (click to show/hide)
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GentlemanRaptor

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Re: X-Com 2: HYPE WITHIN
« Reply #99 on: May 30, 2015, 09:41:58 am »

Is it too late to get on the HYPE TRAIN? Because I am so ready for this.
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Metalax

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Re: X-Com 2: HYPE WITHIN
« Reply #100 on: May 30, 2015, 10:10:35 am »

So, what are the features you'd really like to see in NuNuCom? I think that while the streamlining of the combat in NuCom actually made it more tactical and interesting, the whole strategic part of the game (air game, base management) was lacking, so I really hope we see an improvement there.

Some of the things I'd like to see in a sequel.

Pilots for your craft that can gain experience. Possible upgrades for interceptor pilots include, higher accuracy, chance to hit a weak spot for massive damage, longer time before UFO escapes, higher chance to dodge enemy fire, increase in fire rate, increased bail-out chance. Possible upgrades for Skyranger pilots include, aerial recon(more area explored around skyranger at start of mission), improved deployment area, fast takeoff(for a turn or two longer mission timer), faster strategic map speed, local radar(to give a turns notice of incoming enemy reinforcements, when appropriate)

When levelling troops, the option to pick an earlier upgrade if none of those on your current level are of interest.

Multiple bases. Even if secondary bases are only locations for Interceptors and Skyranger teams to base out of and research/manufacture remains limited to the main facility.

Training facilities. Perhaps limited in how far they can train to, but allows for not sending rookies into the fight unless necessary.

More base defence missions. Ideally ones that are effected by how you have actually laid out your base.

More base attack missions. Possibly as part of a way to liberate countries that have fallen to the alien.

Ability to target a wall/door/piece of cover directly. When stray shots can bring down entire walls, the idea that you are trapped in an alley because there is no door should be ludicrous.

Squad scale EMP/anti-robotic weapons. It fine starting out without these, but by the point that you know there are going to be robotic forces on every mission these really should start being developed and carried.

More variety in terrain of maps. Deserts, Tundra, Ice fields/Glaciers, Fields, Farms, Forests, Coastal, Towns & Cities(that actually vary in appearance so it's not all small-town America).

Map randomisation. Even if it is limited to pre-built chunks of 8x8 or 16x16 that are assembled and randomly rotated to form the map.

Modability. XCOM was artificially made harder to mod, for little good reason. The only real requirement would be for clients to do a matching crc check of their data when jumping into a match and possibly have random matchmaking limited to an unmodified set of data.
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MetalSlimeHunt

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Re: X-Com 2: HYPE WITHIN
« Reply #101 on: May 30, 2015, 10:20:08 am »

For what it's worth, to everybody who's suggesting Long War's features, Firaxis is very much aware of the mod and its popularity. They even assisted the most recent build. As such, we can expect that to have some influence over the sequel's design decisions.
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Aklyon

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Re: X-Com 2: HYPE WITHIN
« Reply #102 on: May 30, 2015, 10:34:48 am »

Modability. XCOM was artificially made harder to mod, for little good reason.
It was? I thought they just hadn't bothered to make it.
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MetalSlimeHunt

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Re: X-Com 2: HYPE WITHIN
« Reply #103 on: May 30, 2015, 10:55:55 am »

My understanding is that it lacks even the most basic amenities for moders and will flip out if messed with too much. For example, I know that giving the Bullrush perk to anything that isn't a Berzerker or trying to load a nonhuman in the base will both cause a crash.
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Lightningfalcon

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Re: X-Com 2: HYPE WITHIN
« Reply #104 on: May 30, 2015, 10:57:40 am »

Well, it seems like our mystery hackers have been doing more then just hacking, and are launching rescue missions.  See bottom right corner in the missing persons list.
Wait, look beneath that at the very bottom.
TWO DAY HYPE COUNTDOWN!
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W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.
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