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DeathOfRats

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  1. I'm not sure its a specific part of a turn that takes too much time. I think its combat situations and 'rules' successful X-Com players use: # Never use up all of your TUs, retaliation shots saved my ass to often # Scout and advance compact and slowly, everything else might end up in 1-low-on-TUs-Soldier spotting (and getting spotted by) a target he cant handle alone # The famous "last Alien" hiding somewhere between to barrels or sth. First 2 points are imho crucial to game atmosphere and shouldnt be tampered with. Last point: Maybe let smarter Aliens flee the scene when faced by overwhelming forces (last alien against 6 X-Com Agents) and dumber aliens charge as a last-'Alien'-standing effort (backed up by the PSI, Moral Concept?)
  2. First of all I would sign Thorondors statement: Creating the right atmosphere in an X-Com game is far from trivial and it's crucial. If I'm not scared and fascinated by the Aliens it's likely I get bored even if the gameplay is good. I think a new XCom should be some kind of mixture of an improved management system of X-Com Enemy Unkown and the Soldier management of X-Com Aftershock (classes, exp, etc.) I think enough people are thinking about how to improve tactical combat. I want to shine a little light on the management side: It shouldn't be the major part of the game but it shouldnt be neglected as well. It always bothered me that such a resourceful and complex thing as a whole country in X-Com only was represented by one number: the amount of money they gave you. Countries have their own detection devices, they have installations they can offer to me (or to the aliens for that matter). Then tactical descions should have impact on the geoscape. For example: I attack an alien base. Now I as commander have several options. * Wipe the base clean (and perhaps with enough research and technologies keep it). The base remains either in my hands or deserted for whoever can grab it. * Blow key positions of the base up. The Aliens abandon it or maybe repair it. If they abandon it there are some live aliens running around in the area terrorizing the people of the area. This would influence the possibilities of tactical combat as well. Why wipe the base? Why not create a diversion at the entrance and sneak 1-2 soldiers with explosives past the aliens to blow the generator up or whatever. Freedom of choice. Scavenging Taking the alien stuff with me is to easy. A transporter that can hardly fit my team with its equipment in it can easily take the alien stuff of a whole base or a big UFO. maybe the countries could help or some transport mission or I dont know. Make the world look alive Aliens abduct people. Maybe sometimes you can find an abductee in a Base or a Craft. Make Civilians act reasonable. Not only Aliens lumbering towards their death ar irritating. Even on the geoscape scale. For example: There are other human crafts out there other then the X-Com patrols. Maybe transport or other civilian or military planes of friendly countries spot UFOs (and inform me about it). Perhaps you can find something useful in there. I'm an X-Com fan since "Enemy unkown" came out and I'm sure I can think of more things to improve or implement. hmm and I'm sorry the post is a little unstructured and my English isn't as good as I want it to be.
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