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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969653 times)

Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #765 on: February 04, 2012, 03:02:01 pm »

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).

I guess they know economics and understand that dollars won't be the only international currency in the world, or whatever.
Maybe it's a regional thing. You build a base in Europe (other than Great Britain or other countries that don't use it), you get paid in euros. You build a base in the US, dollars. Japan, yen. And so on.

"We've took out all the stuff that was not fun. Currency exchange? That's fun."
*ah-hem*
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #766 on: February 04, 2012, 03:24:21 pm »

Sounding less and less like I'll be interested in this game... Sorry Firaxis... I was willing to give you the benefit of the doubt on the last Civ game, but if this goes in the direction it sounds like... you'll lose me as a fan.
Whats your issue with their direction?

Despite their claims that it isn't the case, it really does feel like they're dumbing it down. And despite the fact that they claim that they're trying to get rid of game mechanics which don't make much realistic sense, they're just adding more in that are even sillier.

"We're getting rid of time units, because they encourage unrealistic tactics." Okay, fine, I like time units, but maybe there's something better.

"You need a special class/skill set in order to throw smoke grenades." ... Really?
"
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #767 on: February 04, 2012, 03:38:44 pm »

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).

I guess they know economics and understand that dollars won't be the only international currency in the world, or whatever.
Maybe it's a regional thing. You build a base in Europe (other than Great Britain or other countries that don't use it), you get paid in euros. You build a base in the US, dollars. Japan, yen. And so on.

"We've took out all the stuff that was not fun. Currency exchange? That's fun."
*ah-hem*

I was actually reacting to his guess rather than bashing the developers for something they haven't done.
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Criptfeind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #768 on: February 04, 2012, 03:52:18 pm »

Wait, how was his guess like that? It does not matter really, if it is just a cool little regional thing and it does not fuck with your actual spending.
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Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #769 on: February 04, 2012, 03:56:48 pm »

I didn't see anything about those smoke grenades in any official source.  Link please; I suspect it was someone pulling it out of their ass again.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #770 on: February 04, 2012, 04:04:20 pm »

Wait, how was his guess like that? It does not matter really, if it is just a cool little regional thing and it does not fuck with your actual spending.
Yeah, that's pretty much exactly what I was saying.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #771 on: February 04, 2012, 04:45:00 pm »

Wait, how was his guess like that? It does not matter really, if it is just a cool little regional thing and it does not fuck with your actual spending.
Yeah, that's pretty much exactly what I was saying.
I'm beyond mere confusion.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #772 on: February 04, 2012, 05:20:56 pm »

It could also be that it's a C (y'know, C with a line, for credits) with a line in the middle. Just so happens that that's basically what the euro symbol is, except with two lines, which could look like one in a low-res screenshot.

I didn't see anything about those smoke grenades in any official source.  Link please; I suspect it was someone pulling it out of their ass again.

It might be that it's from the podcast, I remember hearing or reading something about smoke grenades being used by the support class. Mind you, they've also stated, repeatedly, that all armour and weapons are usable by any class, to not deny you any options, so it would make no sense for smoke grenades to be class-locked if other grenades and equipment can be used by anyone.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #773 on: February 04, 2012, 05:22:33 pm »

I didn't see anything about those smoke grenades in any official source.  Link please; I suspect it was someone pulling it out of their ass again.
In the podcast he states that the first skill in the support class tree is the ability to throw smoke grenades.  While this doesn't explicitly rule out it being in the other trees at different points, the class system still makes no sense from a gameplay or realism standpoint.  It seems silly that a gunner is completely unable to learn how to throw a smoke grenade or receive medic training.  It seems to be a pointless removal of player choice.  At the same time, allowing characters to acquire skills from multiple trees wouldn't lead to Final Fantasy VII style do-everything characters because abilities are always limited by equipment.
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #774 on: February 04, 2012, 07:34:45 pm »

I support the C guess, since after all they included the hyphen by making the COM look kinda strikethroughish.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #775 on: February 04, 2012, 10:13:16 pm »

I didn't see anything about those smoke grenades in any official source.  Link please; I suspect it was someone pulling it out of their ass again.
In the podcast he states that the first skill in the support class tree is the ability to throw smoke grenades.  While this doesn't explicitly rule out it being in the other trees at different points, the class system still makes no sense from a gameplay or realism standpoint.  It seems silly that a gunner is completely unable to learn how to throw a smoke grenade or receive medic training.  It seems to be a pointless removal of player choice.  At the same time, allowing characters to acquire skills from multiple trees wouldn't lead to Final Fantasy VII style do-everything characters because abilities are always limited by equipment.

That and the small amount of squaddies is what worries me the most. I know that playing with 4 is more interesting than 8, but I'd like that to be a choice, rather than a forced mechanic, since playing with 8+ builds realism for me, and the classes make things a bit, well, also unrealistic, since usually guys in the army are trained a lot of different things, let alone in the most secret service-whatever.
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MrWiggles

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #776 on: February 04, 2012, 11:38:07 pm »

But from a design point of view, I gotta go with Firaxis. There were multiple times where if I had 8+ units, that there was multiple turns where I had units that couldn't/didn't do anything, and fairly often where I would have to literally sacrifice rookies to explore darken areas. It was detracting, and flooding you with more choices then you'd want to sensibly deal with.

Now on top this with original X-Com, was that it rewarded you more for having less troops. The less troops you had on a missions, meant more actions for the troopers there were there, that means more XP. That means better stats. There also the great challenge play throughs, like the Chuck Norris, or Rambo, where you use only one unit. (Chuck could only use the stun rod, Rambo could use weapons.)

The classes, I dont think we have enough information to judge the implementation of the class system. There defiantly seem to be confusion between equipment being universal equipment  and equipment being reserved by class. This might be special actions with equipment + class combo's, or bonus for using equipment + class combos, or free actions with equipment + class combos. None of those are 'bad'. And there are certainly ways that equipment + class combo's can be bad.

From what I've managed to gather about the classes, they're meant to give a framework and direction on how to use your 4 units. They're meant to give you a soft hand on how to handle the game. 'This is my support class, so I dont send him in to do the final kill.' - 'This is my scout class, so he's best at flanking and checking our sixes' - 'This is my kill class, so he should be getting the fire directed at him, away from the classes and doing the kills'.

In the original X-Com, you generally did this class set up anyway. Its not an uncommon  to designate one guy as heavy weapons, sniper, forward scouts, medics, ect ect ect. And the original X-Com barely gave you the tools to set up these classes. Heck with its inability to remember load out per unit its practically fighting you to set up these classes.

The removable of Time Unit, I'm neutral on. What it did, it did well, but it didnt do it optimally. Its fairly hard to determine the Time Unit Cost for your end actions for your units.

Then there was unreasonable balance between wanting reactionary fire, and say, ducking when you figure out that several units are in danger, after they've moved. That's not rewarding, thats shooting you in the foot. But these issues are issues that can be addressed and fixed.

I'm quite curious now to play X-Com through again, and really be mindful of how many times, the Time Unit gave me unreasonable no's, not tactical no's, and unfairly punishingly for just happening to not to move the units in the 'correct' order.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #777 on: February 05, 2012, 12:41:16 am »

Quote
XCOM's tech tree will have some significantly divergent branches, so you likely won't be able to build everything in a single playthrough.

Now this is interesting. Having a deeper tech tree with optional techs could certainly give the game some better replayability.
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Aklyon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #778 on: February 05, 2012, 01:39:07 am »

It could, but hopefully not in the SotS style of randomly optional deepish tech tree. That game is good (and its sequel steadily regaining its feet), but unlike X-COM, theres only so many things you have to have to have there. For a challenge, it would work, but not normal play.
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #779 on: February 05, 2012, 03:49:18 pm »

I do hope that doesn't mean that if you choose one direction on the tech tree you're stuck in that direction. If I choose branch A, and decide I dont' like working with it, I want to be able to go back to a different branch. There's a big difference between you don't have to/aren't likely to research everything in one play through and simply "You can't research everything in one playthrough."
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