Did anyone else feel that new XCOM was actually, in a way, more difficult than the original? Before you freak out, here's my reasoning.
Deaths: in the original you received about a death a mission unless it was an easy mission and often more if it was a harder one such as a terror mission or battleship. It was also very easy to replace dead soldiers.
Countries: In the new game the panic system is highly volatile and when you have to respond to only one of the three countries panicking from abductions, you are very likely to lose at least one. Also, in the original you could fight to the last council country but in this you could only fight to about half were lost.
Squads: You go from the original's 26 maximum to the new game's 6 maximum. Yeah, big difference.
Aliens: Not quite as deadly as normal, but you always encounter packs of them which can be harder to deal with when they surprise you. Some are still deadly, mainly sectopods with their ludicrous health, but if you know how to exploit the AI you can safely handle them.
Soldiers: In the old game a rookie could be extremely useful for things like grenade relays, being a pack mule, acting as a psi-puppet, being a psi-soldier, or even operating a blaster launcher without accuracy playing into effect, but in he new one rookies are useless and squaddies are still pretty bad.
Money: Okay, if you didn't have an extra $10,000,000 by the end of the original you were spending ludicrous amounts of money. It was significantly more scarce in the original. This was balanced out by other resources not being as important.
Oh, it was difficult alright. But the wrong kind of difficult. The old X-Com was a sandbox - you succeeded in it if you used your resources correctly. In the new XCOM, everything is too deterministic. You succeed by following a specific plan, since the game operates by clear-cut rules. "Against a UFO at this stage of the game, you have this much time to defeat it, so you must have at least this weapon on your interceptor". No bouncing a Battleship with a coordinated wave of simple Avalanche-armed interceptors because everything else is still in repairs, no choosing to risk being shot down and sending your craft up close to hammer down that terror ship with craft cannons instead of disengaging and letting the ground team sort it out. No options, no strategy, just a minigame with a ticking clock and some consumable powerups.
It's been said numerous times, but... the new XCOM is a good game, a hard game in its own right, but the old X-Com game is just... different. It's not right to compare their difficulty by directly comparing matching elements without taking in their respective pictures as a whole. They are difficult by different means, and while XCOM is a difficult game in its own ways - X-Com just has more ways to be difficult in.
*Correct me if wrong. Been a while since I played UFO Defense.
You're not wrong, but not completely right either. X-Com never got much in the way of patches. If you're playing an original version of UFO Defense, you're unnecessarily restricting yourself, as even XComUtils fixed a lot of the game's bugs. OpenXCOM is the standard way to play nowadays.
Specifically, there was a bug with your bases' radar systems. No matter how many radars you built of any one type, the detection rate did not improve, being stuck at 1. So the game was
supposed to allow you to upgrade your detection rates, but, well...
Also, you can scout with interceptors and even the Skyranger. UFOs won't actively seek out your craft, and every craft has a short-range radar that is very effective at detecting things. A common tactic (for me) is to use the Graphs screen to see what countries are being bothered by aliens, and sending my interceptors over there to patrol in shifts. It's a great way of projecting your influence.
I thought LaserSquad came out later, after TFTD?
Laser Squad was the protoform of X-Com. Rebelstar was the successor to it. I played Rebelstar II on the
Spectrum. So, yeah.