Jump to content

Ufo:am X-com Conversion


Exxo

Recommended Posts

First off I would just like to say hello to everyone! I'm new to Aftermath but an oldschool X-com veteran.

 

Secondly, UFO:AM, with its great tactical graphics has renewed my faith in this genre of gaming.

 

I started by playing the demo and was blown away but when I went out and got the game I was unfortunately a little dissapointed. Maybe because X-com gave you more of a feeling of freedom. Not to down UFO:AM though, without the graphics implemented in this game I am not sure I would even want to play(Due to too much X-Com, I played A LOT!)

 

I read a few posts and agree that expansions DO NOT usually hold up to the money we spend on them and its is vastly unfair to add so little for such a high price. If the Next Expansion to UFO:AM were to bring more of its Parent game (X-com) into itself it might make it worth while to spend, even another $30 to get it. I'll go ahead and give my opinions on what to bring across and what NOT to, so enjoy and let me know what you think. Again its good to see that the genre is going to continue I just hope it gets better!

 

Obviously the funding in X-com was cool but not a part of the same story, I would not bring this across it would change to much. Not being able to build my own bases removes some of the personal control of the world UFO:AM trys to bring you into. Along with not being able to research more than 1 thing at a time is silly. They replaced buying scientists with allocating entire bases to research(or development) why not be able to research as many subjects as you have research facilities? Albeit your research might take longer but this way, for example... let's say you had 5 research bases, you could have 3 research Dreamland Archives, 2 research Sun Armor. This in my opinion would be way more realistic. I do like how the Development (a.k.a.- engineering) is more advanced in UFO:AM but again you should be able to develop/manufacture more than 1 thing at a time, again with an obvious time disadvantage if you only use 1 base to learn 1 thing and another for another thing. I think you should have to check buildings and not just bases, and I agree with something someone else said, we could fix the problem of having to run around looking for that last alien by using motion detectors. This would also be cool because a motion detctor would let you know if an alien moved in behind you or was lets say going to your ship? Wouldn't it be cool if alien AI was smart enough to try and move in behind you for the easy pot shot? And what if we had actual helicopters on the map... having to disembark in X-com was always the scariest for me because your field of vision was limited. Also if we DID have a helicopter on the map wouldn't the greys think of disableing YOUR ship of transport? This could leed to completely new missions!!! This would also lead to a whole new tech tree for our transport ships. And WHAT HAPPENED to the civilians during a tactical mission? I know, I KNOW... the next thing your gonna say is that "but that doesn't fit into the story line of UFO:AM". Sure it does... why is it that out of the blue we get a message "a new soldier has joined your sqaud"? Now I know there wouldn't be AS MANY cicilians in the tactical missions but by succesfully protecting the few that we come in contact with our reward COULD be a new sqaud member! I have got PLENTY more ideas but this is sooo long I'm not sure anyone will even read it all the way through. But before I go let me say we also need ranks, not just a star with a number!!! Soldier Training needs to be more... just more, not sure how but more! And the idea of robots for anything more than recon is blasphemous!!! Maybe there should be more Psi-training or techs to protect us better but it is my experience that with greys who dabble in the mind are less likely to shoot you than make you shoot yourself so the need for a conventional armor is not that apparent compared to the need for better "Psi-Armor"? Just my thoughts Thanks again :blink:

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...