General > Discussion
Essence of XCOM-UFO.
Sirine:
『homunculus』: I play the [xcom apocalypse] too. But not that good compare with Xcom1.
My reason:-
Innovative enought to switching realtime and turn base... But you lost the essence of Xcom1. Turn base but you ”FEEL LIKE“ realtime. You stop counting STEPS that much compare with Xcom1. Xcom1 you most probably will stuck with {opps...missing 1 point to throw that grenade....} The UFO appear in city view instead of the Earth globe is something very good.
As for the research topic, xcom1 stated mostly [how the thing works]...but not [why it being like that]... It explain little, so, it let you imagine yourself... especially, how the hover craft float... how the floating alien float... it give no clear explaination... Which I like it.
Game play: The crown jewel of the game. Anticipate the alien around the corner...and most of the time. You end up die unexpectedly... I means [Most of the time]... in xcom1 ofcourse.
Save - Reload: I like it very much... I give me option to... [If I do this, or If I do that...what happend next]...kind of feeling... and most of all, the random seeds in the game generate enought non-stable feeling of fear... you shoot an alien...and you can't be 100% sure you are able to kill it.
xcom apocalypse: I still remember I have my own soldier shooting my own squard to increase the accuracy stat. It had the TOO obvious stat increase and calculation. Xcom1 shooting with 24% accuracy, and you still can hope it will hit and kill the alien. shooting with 80% accuracy, you still have the fear it will miss...
group movement: I never use more than 4 soldier in 1 squard, so, not much problem found.
『nerf5000』: No offence...but do you play Xcom1 before? The percentage based TU usage is one of the true element of BALANCE... that you are able to control over the course of the game...
1) You have lots of TU. You can cover lot of area. But you can only do certain things...
2) The certain things include... fire 1 and only aim shot OR fire 2 auto shot OR 2~3 snap shot OR activate and throw an grenade...etc...
3) You often run out of to TU unexpectedly... and it make you feel ... every steps taken must count... count it yourself...don't have the game to show you how many TU left... this will kill the fun of the game. One of the BALANCE element..
4) You have limited things that can be done in 1 turn. Hence it is important to have 'backup' around, incase that grenade does not kill that alien. And I think you don't have enought TU to run and hide after throwing that grenade. The game limits you to obey some rules, TU rules, and it is all about rules in a game, and that rules which make the game fair and fun.
It it just a game, so let's have fun and put reality a side for a while...
『A Few Good Mutons』: Xcom1 have the {energy} stat to further limit what you can do in 1 turn....so, not {twice as far afterwards}....you might miss out this and have APs left but still stuck and unable to run, due to lack of energy.... Another BALANCE element...
『shevegen』: Agree. Xcom1 is the best. The 3D engines do not give the 'fear', 'supprise', and 'unexpected' kinda feeling anymore. Especially missing the "blank black" unexplore area experience. You need to able to let your soldier to SEE it first before you know how the terrain look like. Walk to an dead-end corner before you already know it is an dead-end corner... AND with the element of surprise... reaction fire that always kick in whenever you unexpectedly stood infront of an alien.
The 3D Maps:...Beautify...look real...but [very much feeling unreal]... You threw a granade on the ground, and after it explode, you bearly see any scrach on it. Do you think this real?
1) Wall at xcom1 can fall, break, use plasma rifle to to shot a passage to walk thought. Affected by the explosion grenade.
2) Ground at xcom1, even come out with smoke...after explosion... it looks and feels more real.. compare with something so call 3D... phew...
3) Transportation craft at xcom1, if you purposely damage it... you will see damage on your craft. After mission you will have to repair your craft.
4) UFO at xcom1, if you blow the reactor, you get less material after mission. The game "Count" the things that you left on map. You can blow equipment to dust... and the game "Count" it. You will have less equipment. Especially UFO craft.
5) Basically, you can blow everything to ground in xcom1.
6) I will be impress with REAL 3D, like {grand theft auto vice city},{transformer x-box} but more real... more real means...I would love to have everything grounded... reacted to what I have did. and make it count....
btw. I love the bouncing grenate in UFO:AI. It looks real.
homunculus:
well, it sounds like some other ufo game, not ufo-ai.
everybody is free to start an ufo game project with the rules and terrain they like, and to maintain the contributions and versions and a website and whatever else would need to be done.
i also think many things.
for example, i think that, an ideal ufo game would be real time, or at least the turns should be played out simultaneously.
even if the turns are not played simultaneously, there should be interrupts where you can control which reaction fire you use.
and there should be no grid, and there should be line of sight highlights when you move your cursor on the map while moving a soldier.
and.. whatever, i will not be maintaining any such project.
BTAxis:
I also think some of those things have basic usability issues. For example, as I recall Laser Squad Nemesis has simultaneous turns, but that was pretty ill-received by the public. I can also mention the Growlanser series, which uses gridless, interrupt-based real time combat. The combat is pretty annoying, and I prefer classic turns. Anyway, that's kind of off-topic.
Sirine:
Agree with BTAix, I like the classic turns and with super active reaction fire. Scary reation fire... ;)
nerf5000:
Muttons:
It won't make the rifle fire faster, but the 'shot' is not only pulling the trigger it also models the aiming/heft of the weapon etc. (hence the different modes of fire use different amounts of TU, the speed of the rifle doesn't change) so, if we are modeling all of the above, experience would HAVE TO impact how fast I can bring to bear/aim/fire the said weapon whereas a % based system says that no matter how skilled you are with that weapon you will always fire it at the same speed as a rookie that just barely figured out how it works... this is completely disregarding the fact that some of these weapons can be complicated (alien guns!)
Sirine:
I played the first XCom and loved it, and the % system always annoyed me.
Long story short: I like the current system of fixed TUs for firemodes, scaling the TUs for soldiers not weapons is best
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