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Essence of XCOM-UFO.

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Sirine:

--- Quote ---now assuming you know how many TUs it takes to fire (you checked at the begining) it continues to be the same exact experience in both cases
--- End quote ---
@nerf5000: -agree...

Well, theoretically=yes, practically=No.
Play the Xcom1 again, and you will know why. (you may download the game from Internet. Googling it out.)

I have no intention to change your [point of view]. Just try to explain how i feel about the game. The game create tight tension on TUs. and the tension of TUs, "keeps-in" the entire course of the mission.

|----------------|
|           @         |
|                       |
|                       |
|                       |
|------|   |------|
       X

X= Elite Soldier with 77 TUs, full.
@= Alien

I find the above situation ..."critical"... in xcom1. -feeling tension...
nerf5000 perhaps you would like to suggest a move/action to be taken? (Remember you are in Xcom1)

A Few Good Mutons:

--- Quote from: nerf5000 on June 25, 2009, 01:31:21 am ---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

--- End quote ---
An aimed shot is an aimed shot.  The skill difference is shown in how accurate they are.  In the absence of the ability to spend more TUs to aim better (as in JA/JA2), all aimed shots are considered the same "speed".  And it's absurd to think a soldier wouldn't know how their rifle works.  Remember, your recruits aren't just random schmucks, they're military people.  They're not going to have just "barely figured out" how to shoot.

The TU system in UFO:AI is no more realistic (and arguably less fun) than X-COMs.  If you want one that's both realistic and fun to play with, take a look at the JA2 fan patch.

edit:  Also, the current system is still letting you fire more often based on raw speed.  That's like saying an Olympic runner should be able to fire faster than a grizzled veteran.

Sirine:
@A Few Good Mutons: JA2...finish the game before... fun to play, but can't feel any 'tension' in the game. No reaction fire that are noticeable....  too much indestructable "things" in the game...

About the TUs... many people miss the essense of xcom...  is all about the feeling... how the game make you feel... (get one and try it out.) ;)

Please do not bring in any UFO:AI. It is not approprate in this thread...(this topic).

keybounce:

--- Quote from: Sirine on June 25, 2009, 07:20:25 am ---@nerf5000: -agree...

Well, theoretically=yes, practically=No.
Play the Xcom1 again, and you will know why. (you may download the game from Internet. Googling it out.)

I have no intention to change your [point of view]. Just try to explain how i feel about the game. The game create tight tension on TUs. and the tension of TUs, "keeps-in" the entire course of the mission.

|----------------|
|           @         |
|                       |
|                       |
|                       |
|------|   |------|
       X

X= Elite Soldier with 77 TUs, full.
@= Alien

I find the above situation ..."critical"... in xcom1. -feeling tension...
nerf5000 perhaps you would like to suggest a move/action to be taken? (Remember you are in Xcom1)

--- End quote ---
Lob in a grenade, and then get out of the blast area.

No? Ok. Toss a blaster bomb around the corner.

No? Gee. Will they move out? If so, reaction fire.
Can you move someone else around from another direction? If so, can you come in straight and fire "blind"?

Alright then, send in your rookie.

"Sacrificing minions. Is there any problem it can't solve?

Sirine:
@keybounce:- Well, I'm happy that you can 'Feel' the tension of this senario.

The purpose of the above senario, is to demonstrate, you have the 'game experiance' of, 'fear',' what should I do next', and 'plan' accordingly.

Most of the time, we will just walk in and kill the alien, which happends in lots of other series of xcom, and tactical games like JA2. But not in xcom1, 99% if you walk in that room, you will be receiving multiple reaction fire from the alien. And most of the time, they are not alone.

Try focus on the game play experience, what the game make you feel... that is the essense of xcom1.

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