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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969809 times)

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #525 on: January 16, 2012, 04:04:53 pm »

That music is dead on.  That's a good show of the loyalty they have for the series, the music is perfect.

Also two new aliens.  One's some kind of white spiky-looking robotronic thing that floats, I guess some kind of parallel to the cyberdisk, and the other looks to be some kind of green hazy thing.  No idea what it's supposed to be.
« Last Edit: January 16, 2012, 04:11:12 pm by Cthulhu »
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #526 on: January 16, 2012, 04:21:38 pm »

Oh man, listening to that video about the music has got me all sorts of psyched up. If this keeps up, this game may just end up selling a copy of windows...
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #527 on: January 16, 2012, 11:13:35 pm »

That music is dead on.  That's a good show of the loyalty they have for the series, the music is perfect.

Also two new aliens.  One's some kind of white spiky-looking robotronic thing that floats, I guess some kind of parallel to the cyberdisk, and the other looks to be some kind of green hazy thing.  No idea what it's supposed to be.

You're talking about cyberdisk and muton I presume.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #528 on: January 16, 2012, 11:22:36 pm »

The first thing doesn't really look like a cyberdisc.  It reminds me simultaneously of some kind of stylized robotronic brain and a nautilus.  The other thing is just green and hazy.  It's not a muton, it's not really anything, but it has a HUD element pointing at it so it must be something.  It looks like jelly I guess.
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warhammer651

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #529 on: January 16, 2012, 11:24:16 pm »

The first thing doesn't really look like a cyberdisc.  It reminds me simultaneously of some kind of stylized robotronic brain and a nautilus.  The other thing is just green and hazy.  It's not a muton, it's not really anything, but it has a HUD element pointing at it so it must be something.  It looks like jelly I guess.
cyberdisk is transformer now
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Battleguy01

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #530 on: January 17, 2012, 01:41:03 am »

I wonder if those gas pumps explode anymore.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #531 on: January 17, 2012, 02:03:56 am »

The first thing doesn't really look like a cyberdisc.  It reminds me simultaneously of some kind of stylized robotronic brain and a nautilus.  The other thing is just green and hazy.  It's not a muton, it's not really anything, but it has a HUD element pointing at it so it must be something.  It looks like jelly I guess.
cyberdisk is transformer now

Its like they sort of forgot that... Some of the aliens are supposed to be a bit cheesy.

Sectoids are SUPPOSED too look harmless and sort of cute.
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Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #532 on: January 17, 2012, 04:19:31 am »

My general interpretation of 'move and shoot' turns is that it means each turn is shorter.  Real-time, yeah, but also game time.  How many seconds do you suppose an X-Com turn represents?  Yeah the firing speeds complicate that, but your fast guys sure can sprint, open a door, run up some stairs, open a couple more doors, etc.  Short distances of movement--especially if you could plot it several turns in advance, and give an order to a unit of 'keep following your path'--means you have MORE turns, more actual exchanges of gunfire, things go back and forth more often.  None of this 'I have twenty guys; as soon as I spot an alien, they can sprint halfway across the map and open fire and the alien never gets a shot' (and vice versa for the aliens).

It would be neat to see five-second or so turns, instead of the ten-second turns that the original felt like.

Kind of iffy about the low to-hit chance on a point blank sectoid and not enough potential damage to kill it without a critical in that article's screenshot, but honestly, that happened a lot in the original X-Com as well.  Plus maybe there IS an auto-fire mechanic we're not seeing here?  Maybe you learn in the manual or the tutorial that LMGs always get a three-round burst fire, and the damage and to-hit are per bullet?  We just don't know.

Also, remember on the "LMG vs Autocannon" thing:  Autocannons could fire high-explosive or incendiary ammo, which had an effect radius of at least a couple meters.  Good luck packing those rounds into a machine gun.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #533 on: January 17, 2012, 05:10:31 am »

The turns in the original were not supposed to represent any amount of seconds, it was just turns, like chess, That's why you could do many things, the turn-based mode is never realistic.
« Last Edit: January 17, 2012, 07:29:35 am by Domenique »
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Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #534 on: January 17, 2012, 07:37:07 am »

Not a specific amount, no, but I think we can agree that they generally stood for more than "one second" and less than "one minute" at least.  As such, while the exact time isn't defined, move+action turns represent fewer arbitrary-number-of-seconds than action-point-based turns.

I guess what I'm getting at is:  If nearly all missions in the original are decided within ten turns (not counting 'hunt down the last alien'), and that number is more like twenty or thirty in the new version, then having less-complex turns is not necessarily as big of a difference as it looks.  You're trading few long turns for many short turns, and winding up with an equivalent complexity.  In the original, storming a room was a one-turn "do or die" action; you either wiped out all the aliens in the room then and there, or you probably lost at least one soldier.  If this new version's move+shoot means more jockeying for position and cover, multiple rounds to finish that room-clearing action...then yeah, I'm not complaining because I don't see any complexity lost.

But then, I'm a realtime-with-pause Apocalypse fanboy, so take from that what you will.  :V
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #535 on: January 17, 2012, 08:27:57 am »

I believe the original turns fit pretty well with 5-10 seconds real time. Although I would tend to say closer to 5 seconds.

I'm not saying that move+action can't be done, a lot of pen and paper games pull it off decently, but I really feel that it changes the game into something else and takes away a good number of options from an action point system.

What about our "step out of cover, shoot/throw, step back into cover" moves? I'm not assuming, for the time being, that you can't use two actions or two moves in a turn. But if you can't do either one of those then it could limit things even more.

It does appear to have a cover system in place, so perhaps we can shoot from cover, but I'd be surprised if that managed to deal with every possibility. No, I was never really happy having to make my soldiers step completely out from behind cover to take a shot, but neither will I be happy if at some point I have to make one step out, take a shot, and then just stand there grinning while the alien takes their turn.
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Vibhor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #536 on: January 17, 2012, 08:46:11 am »

The first thing doesn't really look like a cyberdisc.  It reminds me simultaneously of some kind of stylized robotronic brain and a nautilus.  The other thing is just green and hazy.  It's not a muton, it's not really anything, but it has a HUD element pointing at it so it must be something.  It looks like jelly I guess.
cyberdisk is transformer now

Actually, cyberdisks were supposed to be portable according to lore from the first game.
What this means is that sectoids would carry a few portable cyberdisks and deploy them when the mission starts. I really hope they do that in this new game(they didn't in the first one). It could add plenty of possibilities.
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #537 on: January 17, 2012, 12:57:54 pm »

Some interesting screenshots I found:


Spoiler: Equipment Screenshot (click to show/hide)
« Last Edit: January 17, 2012, 12:59:54 pm by Dohon »
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Kilroy the Grand

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #538 on: January 17, 2012, 05:04:18 pm »

I think I know why you might start out with only 4 guys, it might be you don't start out with a Skyranger-esque craft, and you only have access to the interceptor.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #539 on: January 17, 2012, 05:07:18 pm »

Quote
I sure hope that this remains in the game. Really deep customization for your soldier. Gonna make for some awesome RP.
I'm pretty sure they confirmed that. I just hope it's an optional thing - if the difficulty is anywhere near what they claim it might be, that's going to get really old really fast. :P

I wonder if that means all our soldiers will be generic instead of recruitement itself being a big part of the game, though? If we can custom build our soldiers, it seems likely... Though since we've got the pick of the world, I suppose it makes sense.
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