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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970311 times)

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #330 on: January 11, 2012, 11:50:02 am »

Except I think it is more that "Africa doesn't have money. How about they cut trees and dig oil for Xcom instead?"

"Genius frank!"

Also LoSboccacc you presented and even BIGGER reason why it is a problem. "If they don't have access to these resources, why are they being given to Xcom from this country instead of from the country that controls it?"

Ohh I see... and it is somehow worse...

Anyhow just be wary.

Wouldn't be so bad if they did both.

Also racist isn't a good word for what I meant... but it is the only word I know of...
« Last Edit: January 11, 2012, 11:54:30 am by Neonivek »
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #331 on: January 11, 2012, 11:54:15 am »

So, 4 soldiers. Only four. In X-com. The game in which one of the video interviewers said he lost his first four men walking out of the skyranger.

This seems like someone though Superhuman was too easy.
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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.

LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #332 on: January 11, 2012, 11:56:12 am »

I prefer to think that xcom operatives demands 'protection money' from rich countries and simply take resources from country that have them

does it say that we are 'lawful good' in the reference material? I didn't read much of the story, just skipped it and went on a explosion spree over the ufos.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #333 on: January 11, 2012, 12:00:29 pm »

Hopefully the squad size is just a result of your starting vehicle, and not something you have to research. And hopefully research actually makes sense, instead of magically allowing you to have a larger squad size.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #334 on: January 11, 2012, 12:06:18 pm »

Hopefully the squad size is just a result of your starting vehicle, and not something you have to research. And hopefully research actually makes sense, instead of magically allowing you to have a larger squad size.

Yeah if 4 people was because the starting vehicle could only seat 4... that would be fine. Heck you didn't even need all the slots at the start of the game anyway.
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Delta Foxtrot

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #335 on: January 11, 2012, 12:19:42 pm »

Assuming they keep it anywhere near the original difficulty with the instakills and whatnot, then there's probably going to be a decent tutorial to the game instructing on the use of smoke grenades and what damage avoidance techniques they have come up for the new game. And the tech required for larger deploys is probably fairly early on in the tech tree. Having just four guys really limits my options tactically.

I just hope they don't dumb it down and make soldiers survive plasma headshots.
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kerlc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #336 on: January 11, 2012, 12:21:01 pm »

"hey Frank! half your head was taken off by that plasma shot!"

"meh, i got better."

something like this?
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BurnedToast

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #337 on: January 11, 2012, 12:22:05 pm »

I typed a big angry post but I realized it dosen't matter. Suffice it to say I'm highly disappointed (but completely unsurprised) by the dumbed-down direction they are steering the game. I guess even xcom has to be 'accessible' (read: brainless for the console kiddies) to get released these days.

Maybe the xenonauts team will stop dicking around rendering a billion frames of animation per unit or whatever is slowing them up and save us all.

Fakedit: the problem with 4 man squad is basically it means each guy is going to be a near-bulletproof tank (relative to the super-fragile soldiers in x-com who could get killed in one unlucky hit, even later in the game with armors), and it means there will be *considerably* less tactics/strategy involved. It also sort of throws out the 'disposable troopers' thing, since losing even one guy means 25% of your force is gone - how disposable can they really be? 4 man squad is just stupid on it's own, even ignoring the 'hurr durr how we put more man in plane' factor.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #338 on: January 11, 2012, 12:45:37 pm »

Hopefully the squad size is just a result of your starting vehicle, and not something you have to research. And hopefully research actually makes sense, instead of magically allowing you to have a larger squad size.

Yeah if 4 people was because the starting vehicle could only seat 4... that would be fine. Heck you didn't even need all the slots at the start of the game anyway.

Do you know what kind of squads the police sends against one armed psycho?

Now, fourteen armed to teeth aliens.

There are vechiles RIGHT now that could send bigger squads. It doesn't make any sense, unless the squad is made of batman, superman, spiderman and hulk.
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #339 on: January 11, 2012, 12:48:03 pm »

And that only makes sense because Hulk is huge compared to the other three.
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Crystalline (SG)
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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.

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #340 on: January 11, 2012, 12:50:13 pm »

I typed a big angry post but I realized it dosen't matter. Suffice it to say I'm highly disappointed (but completely unsurprised) by the dumbed-down direction they are steering the game. I guess even xcom has to be 'accessible' (read: brainless for the console kiddies) to get released these days.

Maybe the xenonauts team will stop dicking around rendering a billion frames of animation per unit or whatever is slowing them up and save us all.

Fakedit: the problem with 4 man squad is basically it means each guy is going to be a near-bulletproof tank (relative to the super-fragile soldiers in x-com who could get killed in one unlucky hit, even later in the game with armors), and it means there will be *considerably* less tactics/strategy involved. It also sort of throws out the 'disposable troopers' thing, since losing even one guy means 25% of your force is gone - how disposable can they really be? 4 man squad is just stupid on it's own, even ignoring the 'hurr durr how we put more man in plane' factor.

Now I distinctly remember many tactics games that put you with four or five people (Silent Storm and Fallout Tactics come to mind) that didn't make your guys unstoppable tanks.
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #341 on: January 11, 2012, 01:01:08 pm »

Fair point.
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Crystalline (SG)
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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.

LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #342 on: January 11, 2012, 01:03:45 pm »

There are vechiles RIGHT now that could send bigger squads. It doesn't make any sense, unless the squad is made of batman, superman, spiderman and hulk.

I think that is the whole point: specialization will make your squad composed by a tankman, a sniperman, a blowthingsupman and the medic which will be useless as soon as the tank level up but you keep in squad anyway because you need four to cover checkpoint and to advance two for two.

de ja vu?
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #343 on: January 11, 2012, 01:12:48 pm »

Quote
There are vechiles RIGHT now that could send bigger squads. It doesn't make any sense, unless the squad is made of batman, superman, spiderman and hulk.

Yes, but maybe XCom doesn't have one. Perhaps you simply start the game with one combination assault/transport craft. Like Apocalypse, you can sell your current kit to swap that around if you want more people in the early missions. Or you can try to work it with 4 people and save up for something better.

Again, I don't know for sure how they are going to implement it. If its a hard "you can only have 4 people in a squad and only control one squad unless you research some command tech", that's stupid. but if it's just a "you start with a shoestring budget and a 4-man transport/strikecraft is all you can afford", that's not too big a deal.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #344 on: January 11, 2012, 01:14:02 pm »


Now I distinctly remember many tactics games that put you with four or five people (Silent Storm and Fallout Tactics come to mind) that didn't make your guys unstoppable tanks.

If I'm correct those were not about million-dollar global organisations fighting against aliens.
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