General > Discussion

X-Com veteran's initial impressions...

(1/4) > >>

ceponatia:
Great game guys, I'm surprised to see something of this caliber released for free. Once you get the bugs worked out I think it'll be a lot better than the UFO:Aftermath series.

**The Engine**
Unfortunately the engine is probably going to be a huge drawback in the long-run. Terrain isn't destructible and that is a huge part of the tactical game. I remember grouping a squad around the exterior of a convenience store in UFO: Enemy Unknown and blasting through the wall with a grenade launcher and storming in to surprise the enemy. It is annoying to have to walk all the way around a building (several turns and even more with the reserved TU's) to get an alternate entrance.

**Civilian Death Cap**
I have two suggestions for this. First off is to make the civilian deaths completely irrelevant to the actual game length... set up a UN type system like in UFO Defense and when enough countries absolutely hate you then you lose. 20 or 40 civilians dying is nothing. That can happen in a handful of missions and I'm not the type that likes to rush through a game.
My second idea is that you decrease the amount allowed to die but reset it every month. As the missions get harder and more frequent you'll have to work harder to keep your monthly quota alive. Honestly when I saw that 40 civilians was the cap I was hoping that was a monthly figure.

**Interception**
A few problems with this... in the beginning it is basically impossible for your low tech ships to intercept a UFO and if they manage to their chances of winning are slim (in my experience anyway). Some of the missions are far enough away that your dropship can't reach them (even with 2 fuel tanks) and they just keep losing civilians (effectively making the game unwinnable) until you can research propulsion or make a new base. In the original games a troop transport could get to any spot on the planet and make it back, it just took a long time.

**Aircraft**
I actually love your aircraft system. I haven't gotten far enough into the game to really research new components yet but I like games where you can customize the loadout of ships and the like.

**Civilian AI**
Civilians are complete idiots in this game. If I was in a city under siege I would not run into a room that I had just heard shots being fired from or someone dying. Granted, they were complete idiots in every X-Com game as well... just wondering if you can improve it. :)

The thing that always bothered me about X-Com games is the way they end. If an alien race was trying to wipe us out I don't think that the governments of the world would suddenly stop funding the only defense we had against them just because 100 civilians died. In fiction novels and movies of this type you often see Earth's military fighting until the last city is lost. It would be COOL (though I don't expect this) if you could actually lose parts of the planet to the aliens and thus funding and resources. You'd be able to take these places back (sort of like an alien base mission) but it'd be difficult and time consuming. Though the loss of civilians poses an easy scoring system in the game... I just don't buy it. In a war for humanities survival, a handful of people are highly expendable.

ceponatia:
Also something to make the game a bit harder but more realistic... I notice that when you hire recruits and buy equipment they arrive instantaneously. Perhaps you could set up a delivery system.

Sai:
X-Com vet. here too, and while I haven't run into many of your issues, I did notice the extreme difficulty with which to shoot down an UFO;

So I wonder, how do I actually shoot down a UFO? Am I supposed to send a mass of interceptors, or are they just really tough and am I not supposed to shoot down one fast anyway?

This also brings me to my second point: since I can't shoot down UFOs, but they do appear and set the time to 5 seconds, this is extremely annoying - I've clicked more to get time going again than actual combat so to speak.

I'd also like to see an easier way to return to the previous page, especially with the UFOpedia, perhaps with backspace?

Oh, and it took me about 3-4 games to actually find the way (button) to build a new base, maybe make those buttons slightly more visible.

I think I'll wait for the next release before I continue playing for now, but it's looking pretty neat already!

Kamuflaro:
I had a sneak peak in the svn... ufos retreated from my interceptors so I guess I could win if I was fast enough :P Also there is more randomness in the campaign start.
(hardest difficulty fails by bankrupt after building base *giggles*)

Serrax:
@Sai:


--- Quote from: Sai ---X-Com vet. here too, and while I haven't run into many of your issues, I did notice the extreme difficulty with which to shoot down an UFO;

So I wonder, how do I actually shoot down a UFO? Am I supposed to send a mass of interceptors, or are they just really tough and am I not supposed to shoot down one fast anyway?

This also brings me to my second point: since I can't shoot down UFOs, but they do appear and set the time to 5 seconds, this is extremely annoying - I've clicked more to get time going again than actual combat so to speak.
--- End quote ---
Well, in the early game you've simply technology that is 50 years old. It's getting better with different types of interceptors (I love the Stingray).

There are two basic problems there:

1. Your interceptors are too slow to hunt the UFO down

The solution is: Tactic

I prefer the tactic to place 3 interceptors in a triangle around my base - they stay there until they have no fuel any more.

The advantage is, your interceptors will be able to attack nearly every UFO on your radar.
The problems are: To keep this patrol up, you'll have to do a lot of stupid donkeywork to replace all interceptors manually after they returned to base. Furthermore, you need 6-8 interceptors per base to keep this patrol up.

2. The interceptors are weak against medium UFOs (like the harvester)

You can use heavy armed Stilettos to raise your chance of interception - but they are slow and even with tactic you hardly get them into combat range.
Or you simply start 2 or 3 interceptors to get an UFO down.

BTW: As far as i know, armour don't work in v2.2.

cu

Navigation

[0] Message Index

[#] Next page

Go to full version