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Author Topic: X-Com Chimera Squad  (Read 736034 times)

Aseaheru

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2205 on: August 06, 2015, 09:26:09 pm »

Yah, but those slots look like they jsut speed up the room.

Should have mentioned that A and B are different slots.
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EnigmaticHat

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2206 on: August 06, 2015, 09:27:19 pm »

I think it looks fun.

Liberating personal from ADVENT facilities or accepting defectors gives you a new form of "loot" is probably what its going to be from a gameplay perspective.  In most cases you'll probably want to just leave your best worker in the most important slot in the base, until a specific need arises.
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KingofstarrySkies

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2207 on: August 06, 2015, 09:37:44 pm »

November cannot arrive sooner.
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Egan_BW

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2208 on: August 06, 2015, 10:20:40 pm »

It would be cool if soldiers and staff weren't separate, so you have to desire if you want someone to fight or science, for example.
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Rolan7

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2209 on: August 06, 2015, 10:51:57 pm »

cough ufo afterlight cough
Oh sorry I had something in my throat causing me to make off-topic posts.  Yeah that would be good.  Putting staff in the field like that could even improve their ability as engineers/researchers, and their science/technical skill could be useful in the field.

I'm not really hoping for that much.  I'm mostly hyped for the intel mechanic... and, honestly, the setting.
The extra customization is objectively good, but I'm barely going to use it.  I *do* hope that there's some randomization.  I really want to view a new recruit and see they're wearing magenta armor.
I also like the implication (or solid reveal?) that wounded soldiers will get visible scars.
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KingofstarrySkies

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2210 on: August 06, 2015, 10:53:03 pm »

I wonder what it meant by 'Mind of it's own'. I mean, probably something AI related, but I dunno.
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Rolan7

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2211 on: August 06, 2015, 10:55:41 pm »

Probably that we'll have to spend X resources and an amount of time to unlock each square.  With deeper squares probably costing more resources.
But, yeah, hopefully there'll be some plot significance beyond that.  Piloting a captured enemy supply ship full of unknown technology is a good plot hook.
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Egan_BW

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2212 on: August 06, 2015, 10:58:53 pm »

I think he mentioned that the ship had an AI.
Shen confirmed for ship AI.
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Chiefwaffles

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2213 on: August 06, 2015, 11:19:19 pm »

I bet at some point the Ship's "Mind"/"AI" will be integral to the plot.

Probably something like it [suddenly] whisking you away to the alien's home planet or something.
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EnigmaticHat

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2214 on: August 06, 2015, 11:19:57 pm »

The customization option for different attitudes is really clever.  I could see that catching on in game development in general.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Flying Dice

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2215 on: August 07, 2015, 12:30:01 am »

It was specifically mentioned as a "mind of its own" separate from the AI.

2SPOOPY GOSTSHIP CONFIRMINATED

The customization option for different attitudes is really clever.  I could see that catching on in game development in general.
Mm, I really liked that touch.
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Rolan7

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2216 on: August 07, 2015, 12:46:11 am »

It was specifically mentioned as a "mind of its own" separate from the AI.

2SPOOPY GOSTSHIP CONFIRMINATED

Eh close enough http://www.schlockmercenary.com/2002-10-04
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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.

scriver

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2217 on: August 07, 2015, 02:12:58 am »

Augh I can't watch it because spoilers ;_;

It was basically the "after tutorial mission introduction to the base" sequence akin to what was in Enemy Unknown. With a bit of cinematic magic added to make the presentation look better, is guess. No particular spoilers that won't be revealed to you in the first 10 minutes of the game or so, so unless you want it completely fresh, it's fine to watch.
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miauw62

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2218 on: August 07, 2015, 04:59:36 am »

So we have a somewhat badass black dude on a big skybase?

Now where have I seen that before?
:P
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Graknorke

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Re: X-Com 2: Firaxis Ruins Everything
« Reply #2219 on: August 07, 2015, 09:07:14 am »

It was specifically mentioned as a "mind of its own" separate from the AI.

2SPOOPY GOSTSHIP CONFIRMINATED
Well it is full of alien tech, and they do seem to have a thing for mixing the biological with the mechanical.
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