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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969954 times)

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #480 on: January 14, 2012, 07:36:11 pm »

Now that I come to think, the move+action system makes much more sense than TU's.
In what way does it make more sence?

Because it's exactly the same but doesn't involve counting TUs and finding out you're screwed because you took one too many steps to be able to shoot.

Also, the old system, combined with the slightly wonky controls in the original X-COM games made it pretty easy to accidentally have a guy start walking around when you meant to click a different agent.  That's the kind of stuff that can ruin a mission if you do it at the wrong time.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #481 on: January 14, 2012, 08:04:15 pm »

I think I'd have preferred a 2 Actions system. So maybe two fire actions or a move and a fire, or two moves. That's more like what the old system let you do without being so clunky. But I certainly didn't have every soldier move and fire every turn.
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Muz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #482 on: January 14, 2012, 08:24:05 pm »

Really nice stuff I'm hearing. I love the ironman mode, because it means that the game has been designed and tested to work without savescumming.

Lol, I don't know why you'd have to mention destructable terrain, XCOM isn't XCOM without destructable terrain. Though I would like to see buildings collapse ala Apocalypse if you take too much damage. Or better yet, getting burned down.

I like that panic isn't so lethal.. I mean, who kills their friends when the aliens kill another friend. I'd much rather see berserk rage involving the trooper running in blind and shooting all aliens, instead of running away and shooting all friends.

I like the modernized mutons. Heh, kinda reminds me of those comic book spandex heroes getting an overhaul before they hit the cinema.

I do hate the whole class thing with weapons too. Unless they implement it something like the UFO games, where they need special training to use certain weapons.

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Is this what's called a flare?  ???


Now that I come to think, the move+action system makes much more sense than TU's.
In what way does it make more sense?

Well, I've always hated the TU system. How do people fight in an actual war? They run/crawl/wallhug towards cover and fire off some shots. They don't run, then suddenly crouch and shoot at some awkward location, and then run again. Move+action makes a little more sense in that it's not some arbitrary discrete movement.

Plus, I don't actually enjoy calculating how many TUs I need to do stuff. Like a good GM, the computer should just be able to tell me if I could or could not do what I want to do.

Move and fire makes more sense than old system, because of recoil and such, which original XCOM completely ignores. Then again, I guess lasers don't have any recoil (no idea with plasma).
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Vibhor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #483 on: January 14, 2012, 09:19:57 pm »

Now that I come to think, the move+action system makes much more sense than TU's.
In what way does it make more sence?

Because it's exactly the same but doesn't involve counting TUs and finding out you're screwed because you took one too many steps to be able to shoot.

Also, the old system, combined with the slightly wonky controls in the original X-COM games made it pretty easy to accidentally have a guy start walking around when you meant to click a different agent.  That's the kind of stuff that can ruin a mission if you do it at the wrong time.

How about an undo button?
Actions aren't registered until you confirm them. There could also be a toggle for immediate confirmation of actions. The removal of time units really removes the cerebral part of the combat. I hope it could be enabled on higher difficulties. If what they are saying is similar to final fantasy tactics advanced then I do not know how character speed(movement) would be trained/improved.

Also, the infinite ammo sounds bullshit. While yes there was an extreme shortage of ammo in Terror from the deep, the game was made to be harder than enemy unknown.
How about a system in which at lower difficulties, the guns have higher rounds per magazine instead of this infinite ammo.
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #484 on: January 14, 2012, 09:27:29 pm »

...
-There seems to be a new facility that is some type of officer training school, which gives officers global bonuses for their troops.
...
-Character customization is high, first and last name, nickname, country, race, voice(showing at least 10 options), head, skin color, hair(at least 10), hair color(at least 9)
...

First of all, cheers for typing this all up, Vherid. Two small questions though: Is there some more info in the article regarding this officer thing? And when you mention all these customize options, do you mean we can actually choose all those options (such as picking a soldier and changing his head to something different)?
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a1s

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #485 on: January 14, 2012, 10:01:34 pm »

How do people fight in an actual war? They run/crawl/wallhug towards cover and fire off some shots. They don't run, then suddenly crouch and shoot at some awkward location, and then run again. Move+action makes a little more sense in that it's not some arbitrary discrete movement.
Actually, yes, now that I've played stuff like Steel Pathers, moving and finiring (with any accuracy) seems unnatural. However I fail to see how the move+action system is any different, seeing as how it actually encourages you to engage in this behavior by handing you a free move...
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #486 on: January 14, 2012, 11:03:17 pm »

Again, the move/action system sounds like Valkyrie Chronicles. Which I think was actually pretty good (it had moving+shooting actions, reaction fire, etc. and so on). I'm honestly not too upset about tweaking the actual gameplay by removing TUs.
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #487 on: January 15, 2012, 02:22:49 am »

Now that I come to think, the move+action system makes much more sense than TU's.
In what way does it make more sence?

Because it's exactly the same but doesn't involve counting TUs and finding out you're screwed because you took one too many steps to be able to shoot.

Also, the old system, combined with the slightly wonky controls in the original X-COM games made it pretty easy to accidentally have a guy start walking around when you meant to click a different agent.  That's the kind of stuff that can ruin a mission if you do it at the wrong time.

In the older system auto fire required you to spend a lot of tu. It's details as these that the move and shoot system misses. Then again I agree that tu counting was awful and tu reserving didn't account for weapon sepecifics needs.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #488 on: January 15, 2012, 03:15:57 am »

The Move+Action makes more sense than TU's (IMO) because that's effectively the same system. I bet there's a speed stat where a vet will move more than a rookie (not unlike the original) and the shooting still costs the same ergo the same system yet maybe less shooting per turn.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #489 on: January 15, 2012, 03:28:10 am »

So far I'm liking everything except for one point that genuinely worries me, and another that could go either way.

Classes seem like they could be a good move for the game and they're more or less realistic to have.  You don't general see real life snipers throwing their rifle down and picking up a bazooka they haven't been trained to use.  However, from a gameplay perspective, I would hope for either a 'Jack of all trades' class for unspecialised troops, or the ability to multiclass to a certain extent.  This isn't really a gamebreaker for me either way.

Infinite ammo worries me a little, but I'll wait to see how it's handled before committing seppuku.

Finally, DEATH TO ALL TU!!!
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EuchreJack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #490 on: January 15, 2012, 03:40:10 am »

I'll admit that the TU system never really made sense to me, but I'm afraid that the move+shoot system is too much of a simplification for my taste.  Why not reward naturally fast soldiers?  Why not penalize soldiers that carry everything but the kitchen sink into combat?

About Autofire: It really didn't cost a lot of TU in the original -> It was usually only a few more than a snap shot, and a lot less than an aimed shot.  Autofire has widely been regarded as the most TU efficent firing mode in the game, as you got three chances to hit.

I liked being able to shoot multiple times with rookies in the original: It was often the only reason the rookies survived.

Oh, and about that weapon that I complained did less damage than the health of our hero: It was a LMG, as indicated by the picture.  A light machine gun, such as an M-60 or a Squad Assault Weapon.  The equivalent of the Auto-Cannon in the first game (except without the explosive ammo).

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #491 on: January 15, 2012, 03:56:28 am »

No, the autocannon had armor piercing ammo that could knock chunks of wall out with one round.  I don't think it has a real life parallel, at least not a man-portable one.  Squad automatic weapons use standard rifle ammo (In fact the M249 can load M16 magazines in an emergency).  A single shot wouldn't be any more destructive than a regular assault rifle, it's the volume of fire that matters.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #492 on: January 15, 2012, 04:09:08 am »

I always saw the autocannon as being a portable minigun.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #493 on: January 15, 2012, 04:13:17 am »

I'll admit that the TU system never really made sense to me, but I'm afraid that the move+shoot system is too much of a simplification for my taste.  Why not reward naturally fast soldiers?  Why not penalize soldiers that carry everything but the kitchen sink into combat?

I think there will be a speed stat which will determine how far you can walk in one turn, so no penalty.
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #494 on: January 15, 2012, 04:29:30 am »

I always saw the autocannon as being a portable minigun.

mee to, something firing small shells instead of large bullets
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