For me: UFO:Aftermath has many similarities to X-Com I. However points that differ between them are: 1) UFO:A is missing the feeling of an epic battle...it just feels different when you are controlling only 7 ppl instead of 50 ppl in X-com (remember when you load up with your best troops to get to Mars? That feeling of grandness in scale) 2) Another thing was that X-com still had a character development system where you gained abilities relative to what u did...I mean its not that I don't dislike that new level system in UFO:A but when i got to level 15 or so i started multiclassing too much. They should make it so that specific professions are allowed to use whatever weapons. 3) ADD MONEY TO THE GAME! Its stupid cuz I just basically get everything I want....and unlimited grenades and equipment. I had a loadout of 4 grenadiers and that just kicks anything almost... 4) Altar doesn't need to simplify X-com, they just need to make it more complex. X-com was perfect in depth, and adding more research trees, weapons, aliens, armors and professions will make it even better than x-com. 5) The auto-dealing of missions by other squads is gay. Scratch it, i ended up skipping all the attack base missions and did all the ez missions and i still ended up fine. 6) MORE aliens! Only reticulans? I want more than just that! 7) I want that hiring of scientists and engineering stuff in X-com:Apoc where they have diff. skills 8) As suggested, where's the vehicles like plasma tanks in X-com I?? Turret is a good idea but make it deployable. 9) Add a fog of war, its stupid that I can see where the ufo crashed and i just run there and rape the aliens. It screws up the suspense a lot too. Final note: X-com I & II focuses very heavily on its suspense and the "hidden movement" UFO: A has a toned down version of the suspense. Screw the RTS game system. Just use turn base!