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Author Topic: X-Com Chimera Squad  (Read 733308 times)

Egan_BW

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3690 on: February 04, 2016, 11:01:08 am »

X-Com: Ufo Defense does not exist in my timeline. Firaxis now make tactical combat spinoffs of Civ, but they aren't very good.
Also! All my bodyparts fell off.
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I would starve tomorrow if I could eat the world today.

kilakan

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3691 on: February 04, 2016, 11:15:55 am »

I can...wait what's that noise... *urk*... *thump*
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Nom nom nom

Rince Wind

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3692 on: February 04, 2016, 11:55:46 am »

It is the sound of Advent, bashing on your door to imprison you before you can take the fight to them.


6 more hours wahhhh
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umiman

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3693 on: February 04, 2016, 11:58:58 am »

Practicing my Australian.

G'day cunt! Shrimp my Vegemite barbie yeah?

Aklyon

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3694 on: February 04, 2016, 11:59:18 am »

* Aklyon interrupts with other news!
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

scriver

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3695 on: February 04, 2016, 12:02:45 pm »

I died waiting for 2com and was sentenced to an eternity in hell overhearing other people play the game but never be able to play it myself!

* Aklyon interrupts with other news!

Yeah well but does it have snek tits?
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Love, scriver~

Toaster

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3696 on: February 04, 2016, 12:05:12 pm »

They picked a hell of a time to announce that.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Rolan7

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3697 on: February 04, 2016, 12:06:03 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

And "less strategic railroading"!  I haven't played Xenonauts 1 but surely I am correct in assuming they're making a megacity with factions like Apocalypse this time.  Possibly with the Half Life brand.  Half Life Apocanauts 3 confirmed

Sorry, early-morning lawnmowers made me smart today
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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.

Majestic7

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3698 on: February 04, 2016, 12:06:52 pm »

I'm actually more hyped about new Xenonauts, but while waiting for my true love I'm willing to bang this snake-titted strumpet.
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Aklyon

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3699 on: February 04, 2016, 12:09:39 pm »

They picked a hell of a time to announce that.
They even mention on the page that this is mostly to tag along with the hype, the actual announcement will be later. Plus they aren't stuck with an engine that is shit this time.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

scriver

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3701 on: February 04, 2016, 12:16:38 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

I'm usually a turn based kind of guy, but I feel like air fighting would not be particularly well abstracted into tb. I'd prefer something phase based (ie the turns are separated into two phases; one where you decide your actions, and an other where every unit makes their action simultaneously), so you'd risk units crashing into each other if they plot the same course.
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timferius

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3702 on: February 04, 2016, 12:42:53 pm »

It has a graphical engine (Unity) and they hope to implement turn-based air battles

I'm usually a turn based kind of guy, but I feel like air fighting would not be particularly well abstracted into tb. I'd prefer something phase based (ie the turns are separated into two phases; one where you decide your actions, and an other where every unit makes their action simultaneously), so you'd risk units crashing into each other if they plot the same course.
Something like the X-wing minature game would be pretty cool. Where you pick the manoeuvres for everything at once, then they all resolve.
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Majestic7

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3703 on: February 04, 2016, 12:47:39 pm »

There was a couple of WW2 air warfare games like that, where you led a squadron of RAF or Luftwaffe during the Battle of Britain. The battles would play in the way you guys described, I think it worked pretty well. Of course in a modern fight the distances would be very long and not sensible for dogfights.
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Chiefwaffles

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Re: X-Com 2: 17 Hours Until Operation Gatecrasher
« Reply #3704 on: February 04, 2016, 12:52:05 pm »

Xenonauts 2 has been a thing for a while now, and the design process has been very community oriented. (Dev puts ideas/plans on forums, people comment, he revises.)

Last I saw it was going to be a UFO Aftermath situation where most of the population is already dead. There's one central base with defending(/capturing) territories to secure resources and manpower. And technology is aimed to be a lot less linear (no more straight weapon progression).
Of course, it's probably changed a lot since then.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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