@Chiefwaffles:
That is a good point. In old (vanilla), you had a skyranger for transport, because it was the best. Then you had 2 interceptors, flying tech kind of capped out then. With an "unlock endgame" thingo just as a thingo until you could research endgame.
In new (vanilla), it's just as you said.
Give xenonauts its due, at least it had more flying thingies.
So does UFO:AI, but only with mods. It's a pity that project stalled for so long.
Hopefully new2's creators can take the best bits out of openXcom(Final mod-patch), XCOM1(Long War), Xenonauts and UFO:AI.
Because, they've got some competition to "not suck" at making a game. All of the above aren't horrible, but they're not solidly claiming "THIS IS THE NEW XCOM!!!! WITH WHISPERY SHIT AND A WEIRD ADVERTISING CAMPAIGN!!!11!!!1!!"
So far they've successfully proved that they can make a decent game, but are fucking hopeless at re-imagining things. Because they've never successfully given us what we wanted. An updated Xcom, with pretty graphics, and more and lots of everything. We didn't even mind their cover system, it was pretty cool, just the rest was kind of crap (yes, I am using the royal "We" if you don't agree).
So we'll see how it goes.
((Oh. And an honourable mention to X@com. Because it didn't stall. It's just now the Cogmind engine. And game! Alpha released!
It's strange that the most sophisticated ascii/graphical roguelike engine in development got made off the back of a wish for an Xcom sequel.
Check it out. It's technically miles ahead as a gameplay platform than any title mentioned above. Can't wait for Kyzrati's next crazy thing.
Or even this one. Play it. Love it. Hype it.
http://www.bay12forums.com/smf/index.php?topic=131427.0 ))