General > Discussion
Essence of XCOM-UFO.
Sirine:
--- Quote from: Destructavator on June 20, 2009, 01:30:45 pm ---Where did the very first picture come from? I don't recall seeing that one - is it because I have the original floppy disk version?
--- End quote ---
Well, I use to have the original floppy disk version too... but now lost to nowhere already...haha...
About the very first picture...I have no ideal...I just googling it out...
By the way Yesterday (Saturday & Sunday), I have a fun time playing that old game... you might want to try it at post#2, I've already included the link for you to download. Is about 3MB only... Just unzip and play.
Some sharing after playing that awesome game...
1) Reation fire is ... scary...
The reation fire in the game... are ready exciting. When I first play the game, in tactical mission, I though I just woun't save in the middle of the fight. Well, I was terribly wrong. The alien is simply...too strong... a chain reation of reation fire is almost let you feel like you are playing a realtime combat. (although it is in turn base).
Every step of my soldier could triggle an reation fire. Most of the time. The alien fire at you at the first sign. You just hope they don't hit you...and most of the time. They do, and 1 shot kill. And you might think what is the fun here if your soldier just always die like that? well, here come the magic of x-com. It let you save in the middle of the mission. And more... the alien always act differently from each load-save of the game.
Some example of the thrilling reation fire:-
I have 2 soldier (a,b) standing side by side. 2 more soldier (c,d) in a room just not far away seperate just by a wall. Soldier (b,d) is handling an active grenate... Here is how it works.
Soldier (a) spotted an alien, [hover craft-a], snap shot, reation fire (miss), kill soldier (b), 2nd snap shot, kill the [hover craft-a], the craft explode, destroying the wall, revealing soldier (c,d), Another [hover craft-b], reation fire. Killing soldier (c), soldier (d) snap shot [hover craft-b] hit, and explode. [hover craft-c] reation fire killing soldier (d). ==".<---sweating. Somewhere pop-up ANOTHER reation fire...alien fire at soldier (a)... die
End. (1 turn kill all my 4 soldier squard)
2) Fire... hide..
The game design in such a way that, you can only fire ONE aim shot, TWO auto shot, and 2~3 snap shot per-turn. The TU's (time units) for firing a shot is counted base on %. example, In order to do a aim shot, you will have to spend 60% of your TU, if this shot is wasted, you will have another chance of snap shot 30%, after that you only left 10% of your TU. Let just say that you have 100 TU... now only left 10, turn and run to hide. only 1 step... cause turning (90degree) need 2 TU, walking need 4 TU. This game really need you to count your steps....
3) Kaboom..kaboom...
There are a grenate call, Proximily Grenate in the game. Once activated, anything that near 2 tile to it. It will explode. Make it look like land mine... and most interestingly.... sometime it just fail to activate, maybe is a bug in the game, or the game purposly make it that way... faulty grenate...
Time grenate... almost all the grenate in the game can be time. from 0 to 20 turn afterward. 0 means of whenever you hit the 'end turn' button, it will explode. 1 means after your turn, alien end turn. and before your turn.
4) Think of a plan...
This is something awkward. You play the game. And you save often. You save often, just because you don't want something unexpected to happen. And if something did happend. You think of a plan... not before, but after something did already happend.... you reload the previous save... and think of a plan...
If you play the game... you get what I means...
(English is not my first language. Sometime, you might not get what I means. I am sorry, if this trouble you.)
homunculus:
as for me, xcom apocalypse is my favorite, and that's mainly because of the real time combat.
the first xcom game, however, appeals most with the research topic texts, which is pure modern mythology.
almost each of those somewhat irrational and naive looking texts contains some deep psychology.
as for gameplay, in my opinion a good ufo game is where you try to anticipate the alien that could be round the corner, and of course, usually you find nothing there.
but when there really is an alien round the corner, your efforts will pay off.
it's been said many times that xcom is about some fear and a few little shocks, and that's to the point.
i don't like this save--reload thing too much, i think soldiers should be more replaceable instead.
the clueless rookie thing is nice, but i think they should max out more quickly, so that loosing your best soldier would be a temporary setback rather than a reason to reload anything.
i really don't understand why they did xcom apocalypse soldier stats the way that enables you to get each soldier with max stats (except psi stats if you picked humans) instead of basing the speed of progress on sum of all stats, creating diversity in the sense of specialization.
that, along with the way group movement was handled, is certainly one of the most serious flaws of xcom apoc in my opinion.
nerf5000:
Destructavator:
The very first pic is from the loosing vid from the CD version (or PSX version, dunno)
vid here: http://www.youtube.com/watch?v=932WM42lRpE&feature=related
Sirine:
I don't think that percentage based TU usage is a good idea, the reason in my opinion for different ammount of TUs for different soldiers is because some people are faster and some slower. The guys that are faster because they just are, or because they've been on a trillion missions and are just -that- good are obviously going to shoot faster as well, and as such more often in a turn. A percentage based TU usage would mean that the slowest guy would be able to shoot as fast as a superhuman veteran of a million battles... not really fun nor does it make much sense
(short version: hey I got better! why is it harder for me to use my rifle?)
A Few Good Mutons:
--- Quote from: nerf5000 on June 22, 2009, 11:37:13 pm ---(short version: hey I got better! why is it harder for me to use my rifle?)
--- End quote ---
Because APs in X-COM are about how fast you are - they're fractions of a specific time interval. They can't magically speed up a gun.
And it's not "harder to use your rifle". Someone with 80 APs would use the exact same proportion of them to fire as someone with 40, the difference is the guy with 80 could run twice as far afterwards.
shevegen:
I think the idea behind xcom 1 was the best
xcom 2 i didnt like much because although the gameplay was fucking great, the graphics were REALLY bad even for back then
xcom apocalypse was fine, i actually enjoyed it the most. switching between realtime and turn based was a great idea,
and I felt that the compleity increase of xcom apocalypse was very fine
too bad they stopped afterwards with these types of games
today pure 3D engines games dont interest me at all
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