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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970449 times)

Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #210 on: January 08, 2012, 04:00:11 am »

well, concerning the armies, polices, etc.: well, i never said the police/army could take care of things. they're there as firendly mooks, and imagine going through a city in a terror mission, and there are civillian corpses everywhere. you see a policeman corpse, and there is a pistol next to him. ten feet down the line, a dead Sectoid can be found. you find the police station, some poor souls fortified it, trying to protect it, but the aliens had an explosive weapon of sorts, and it blew the thing right up. you see corpses (or bits of them) everywhere. and lastly, you find a military APC, smoke coming out of it, soldier corpses around it, and some way away from them, a couple of dead sectoids. trust me, this would add a whole new level to the gameplay.

oh, and if you are in good standings with the country in wich a UFO crashed, the police and military will corner it off. if not, they won't do shit, and there will be civies on site. let me explain: if youa re in good standings with the authority, they will believe you. if not, they will probably think: "they're pulling our leg. there are no such things as aliens!". well, it would be so until the first terror mission. then, the civies (in countries with who you have bad relations) would be replaced by the army/SWAT teams. you know, the "don't tell us what our military isn't capable of!" stuff.

That would be against the best principle of game-making - K.I.S.S.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #211 on: January 08, 2012, 04:04:18 am »

the what now?
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #212 on: January 08, 2012, 04:15:40 am »

Keep It Simple, Stupid.

The stuff you described would violate KISS.  If it's scripted elements it'll get old and end up detracting from the atmosphere rather than adding to it, and if it's not scripted then you're putting way too much work into stuff that has no gameplay effect.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #213 on: January 08, 2012, 05:44:09 am »

Keep It Simple, Stupid.

The stuff you described would violate KISS.  If it's scripted elements it'll get old and end up detracting from the atmosphere rather than adding to it, and if it's not scripted then you're putting way too much work into stuff that has no gameplay effect.

who said that would be scripted? the things that i described would all take part in the gameplay, civies, aliens and X-Com taking their turns. what i described COULD happen, but in all reality most of the civies (and the police/army/whatever) would panic, causing a massacre. it would still add to the ambience to see a dead soldier and three dead sectoids around him, but nothing of that would be scripted.

but as for the second part... yeah, i was overzealous. but, to keep it simple: good relations with country-no civies (because the zone was quarantined) good relations-some civies that came to take a look (because it wasn't quarantined, the government not believing X-com)
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #214 on: January 08, 2012, 06:19:03 am »

http://www.gameinformer.com/p/xcom.aspx

Notice the hexagons in the lower area. Maybe they'll switch to hexagons? It might be just a style, ala the new Deus Ex, but in such a game it may be a good bet that the combat will be in hexes.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #215 on: January 08, 2012, 06:22:26 am »

i don't mind hexes. but i'd preffer the Silent Storm approach. (no visible squares/hexes)
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dehimos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #216 on: January 08, 2012, 06:27:30 am »

http://www.gameinformer.com/p/xcom.aspx

Notice the hexagons in the lower area. Maybe they'll switch to hexagons? It might be just a style, ala the new Deus Ex, but in such a game it may be a good bet that the combat will be in hexes.

Civ V use hexagons.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #217 on: January 08, 2012, 06:28:34 am »

so?
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dehimos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #218 on: January 08, 2012, 06:32:12 am »

Same engine, same requirements, etc...
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #219 on: January 08, 2012, 06:35:40 am »

i doubt it. i personally don't believe that tehy'll use hexagons. well, not in the CIV 5 manner, in which you could see the individual hexagons. they'll probably use something like Silent Storm (not engine, the way the game operates), which allows for a more realistic terrain, but behind it all - geometric shapes!
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #220 on: January 08, 2012, 06:39:15 am »

I also think that houses on hexes will look shit.

specially considering that they wan't to go for the feeling of the original destructible terrain, which suggest a tile based approach instead of having house modelled geometrically.

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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #221 on: January 08, 2012, 06:42:18 am »

well, they sure don't want their houses to look like shit (unless they have brain damage), but Silent Storm had destructible terrain, and there wasn't the feeling of squares everywhere.
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Virtz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #222 on: January 08, 2012, 07:04:31 am »

I also think that houses on hexes will look shit.

specially considering that they wan't to go for the feeling of the original destructible terrain, which suggest a tile based approach instead of having house modelled geometrically.
A house on a hexagonal grid doesn't necessarily have to have all the walls aligned hexagonally (see Fallout). Although I do think a hexagonal shape would make for a slightly more convincing UFO than the square shape.

And yeah, Silent Storm had brilliant building destruction. Like bricks, wooden planks and concrete fell apart slightly differently. The only problem was that it was really processor intensive and there was no rubble. Men of War and its predecessors had a slightly better destruction system considering that worked well in real-time, I guess.
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #223 on: January 08, 2012, 09:56:36 am »

Those aren't all hexagons. A lot of those are 3d cubes just looked at from a direction that the outline makes them appear to be hexagons. Forget the word for that. Want to say orthogonal but I don't think that's right.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #224 on: January 08, 2012, 09:57:59 am »

acctually i wouldn't mind it to be like Fallout in that respect.
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