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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970527 times)

LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #165 on: January 07, 2012, 02:05:04 pm »

probably panicking  the first wave, mild resistance after a bit of waves going on, then special unit would appear.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #166 on: January 07, 2012, 02:07:10 pm »

Would probably depend on the police officers in question, too. Ones used to violent action (gangs, terrorists, etc) would probably hold up better than ones that rarely actually use their weapons. I'd expect officers in Israel or New York to hold up better than ones in safer areas.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #167 on: January 07, 2012, 02:13:06 pm »

Would probably depend on the police officers in question, too. Ones used to violent action (gangs, terrorists, etc) would probably hold up better than ones that rarely actually use their weapons. I'd expect officers in Israel or New York to hold up better than ones in safer areas.

I'm afraid the difference between a teen with anger issues and a mutton with an itchy-trigger issues might be overwhelming for some.

I'd rather that they wouldn't actively pursue aliens and would just hide like any civilian, but if found they would try to defend.
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EuchreJack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #168 on: January 07, 2012, 02:23:42 pm »

About the article:
Quote from: article
lesser-used features such as ducking and grenades

Any idiot that thinks those are "lesser-used features" obviously is too dumb to take seriously.  :P

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #169 on: January 07, 2012, 02:25:38 pm »

Oh, I'm not saying that they'd be the equivalent of X-Com forces at all. But they could still put up a fight, and some of them would have the training and backbone to actively fight back. I expect the best of them would be on the low end of the X-Com scale (the guys you send out as cannon fodder since they aren't worth more than that). So they might do ok against Sectoids or Floaters but would still be more likely to die or panic than anything else. Might not be worth actually determining that too much, other than random stats for the Police with a lower range than X-Com soldiers. Although SWAT teams would fare better, of course, since they have better training.

In general I'd like to see more forces involved in Terror missions. I can't imagine that any major city could be attacked by an Alien force without that country putting up a fight. And regular army troops could certainly handle fighting a lot of the enemies in X-Com without panicking at the first shot. They'd probably lose, since the Aliens have superior firepower, but they'd at least put up a fight. And I'd like to get that sense that there is a lot more fighting going on during a Terror mission than the amount we actually do as X-Com. But, of course, X-Com needs to be hitting the heart of the invasion to try and drive off the attack.

Civilians: Panic and run, preferably more intelligently than the ones in the original.
Regular Police: Prone to Panic but armed. Tend to take up defensive stands against the aliens but break if they take too many casualties.
SWAT/Military:  Handle being under fire well, mostly put up defensive stands but if they start doing really well will chase down fleeing aliens.

I think the Police and Military should be there with a focus on containing the Aliens and getting Civilians evacuated from the attack area. That could actually provide a useful game mechanic, where you provide covering fire to help get Civilians out to the areas protected by Police or Military, and try to keep those non-X-Com forces alive so they can provide protection for the Civilians as they flee.
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Vherid

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #170 on: January 07, 2012, 02:25:56 pm »

http://www.rockpapershotgun.com/2012/01/06/the-new-xcom-my-needy-little-wishlist/

I find this list to be pretty agreeable.

Civilians: Panic and run, preferably more intelligently than the ones in the original.
Regular Police: Prone to Panic but armed. Tend to take up defensive stands against the aliens but break if they take too many casualties.
SWAT/Military:  Handle being under fire well, mostly put up defensive stands but if they start doing really well will chase down fleeing aliens.

I think the Police and Military should be there with a focus on containing the Aliens and getting Civilians evacuated from the attack area. That could actually provide a useful game mechanic, where you provide covering fire to help get Civilians out to the areas protected by Police or Military, and try to keep those non-X-Com forces alive so they can provide protection for the Civilians as they flee.

Notice how in say, Battle Los Angelos which is pretty much Xcom the movie, the police/swat are pretty much all dead.
« Last Edit: January 07, 2012, 02:27:33 pm by Vherid »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #171 on: January 07, 2012, 02:30:03 pm »

The Police/SWAT being all dead could be interesting, but if that happens I'd like it to be a reflection of how long it takes you to get to the Terror site. There should be a big difference between X-Com showing up right after the Terror Mission starts and showing up 6 hours later.
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #172 on: January 07, 2012, 02:30:03 pm »


I think the Police and Military should be there with a focus on containing the Aliens and getting Civilians evacuated from the attack area. That could actually provide a useful game mechanic, where you provide covering fire to help get Civilians out to the areas protected by Police or Military, and try to keep those non-X-Com forces alive so they can provide protection for the Civilians as they flee.

there were multiple faction dynamics like these in the third installment, apocalypse. (never managed to play it thoroughly, I hated the graphics.)
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #173 on: January 07, 2012, 02:51:01 pm »

The thing is that it doesn't matter if you're a police officer or a trained member of swat, you will panic when suddently out of nowhere aliens arrive. I mean the fact that aliens exist would be shocking, and don't forget that their appearance would cause panic to a police officer who has never encountered them before. So police officers should hide and defend if it's necessary, while military might put up some fight but eventually loose (because military would come in squads and it's less likely to panic against unknown when you are in a squad). You shouldn't forget that aliens are terrifying even to x-com agents.
« Last Edit: January 07, 2012, 02:53:56 pm by Domenique »
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Ozyton

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #174 on: January 07, 2012, 02:57:28 pm »

I think it would be interesting if, depending on the country or area the terror mission takes place, some civilians would get weapons too. They would still probably try to run away or hide, but they would have pistols to defend themselves.

I imagined a UFO crashing into someone's barn in the country, and the owner grabs the ol' scattergun off the wall and goes to see what the hell has happened and blows the dazed/injured aleeeenz away long before X-com even gets there.

Or the aleeeenz get to him first, and X-com gets a free, low quality shotgun when they arrive.

EuchreJack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #175 on: January 07, 2012, 03:00:09 pm »

I imagine that the reason military and police forces were missing from the first game was because they were busy guarding the perimeter.  That's why you and the aliens could never leave the area.

Those poor civilians in terror missions were just the unfortunate souls caught in the quarantine zone.

Shadowgandor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #176 on: January 07, 2012, 03:09:20 pm »

I picture that atleast the military knows about the aliens so seeing them wouldn't shock them that much anymore. If you know it's there and especially if you know you can kill it, it's not as scary anymore ^^
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Tellemurius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #177 on: January 07, 2012, 03:19:46 pm »

I picture that atleast the military knows about the aliens so seeing them wouldn't shock them that much anymore. If you know it's there and especially if you know you can kill it, it's not as scary anymore ^^
Yea but something tells me the alien/s won't go down old yeller style.

Darkmere

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #178 on: January 07, 2012, 03:23:20 pm »

Even a pee-pants rookie with the popgun assault rifles get lucky in the beginning. I still like the idea of police/SWAT trying to get civvies out of the way, would add interesting optional objectives to terror sites (or, for that matter, crash sites near populated areas).
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

a1s

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #179 on: January 07, 2012, 03:25:56 pm »

The military brass might know about the aliens, but the grunts on the ground sure as hell would have no idea.
You shouldn't forget that aliens are terrifying even to x-com agents.
Yeah... that's because they know what the aliens can do. To an untrained person they just look like people in weird costumes. Until they start firing plasma bolts at you, that is. Still I imagine a squad of soldiers could hold their own for a while, if the Shadow Government would let them.
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