No need to bash Sid, he is just stating the truth. The tard gamers of today won't even look at a game if it hasn't got pretty graphics.
No need to bash Sid, he is just stating the truth. The tard gamers of today won't even look at a game if it hasn't got pretty graphics.
Jake Solomon: Alec! I was hoping it would be you.
RPS: Really?
Jake Solomon: Yes Alec, I’m a long-term reader so I know who you are. I have the advantage here. I love your stuff and I know that I’m talking to a real fan here so this’ll be an easy conversation (laughter)
That's some quality trolling from the dev if you ask me.The first prototype I wrote was basically a recreation of the original game, so we started with everything: time units, which I know you’re going to ask me about [laughs], time units, ammo, everything, a recreation of the original game.
You like it? Did you notice the whole story? It's terribly implemented. He said: after the critical injury, soldiers will loose part of their strong will (= resistance to Psi). So, after you organize a fantastic rescue mission for a near-dead guy, he will become potentially fragile to mind control - the one reason to sack him immediately. You will make a personal connection to the lad, then kick him out for the sake of the team. Mad. (Plus, it is nonsense. Most people who live near-death experiences come out of that stronger in terms of life balance. The people who witness others die may become fragile for a longer period.)Biggest pros are me liking how wounded troops will also have a permanent effect.
Read a preview in Belgian gameplay magazine which might give a little more hope. Squads, permadeath, rookies not getting a class untill after the first mission, funding made a little more involved with some communication with and side-missions from donor countries, base management now being down from a side-view instead of the top-down, satellites being used to track ufos, first shot of the geoscape which looks an awfull lot alike. It sounds like it might be xcom but I won't hold my breath.
Second part of the interview is up and there are some tasty morsels in there. Biggest gripe is me wondering if they removed base defend missions. Biggest pros are me liking how wounded troops will also have a permanent effect. I also dig the idea of seeing people walk around the base and there being a memorial wall.
You like it? Did you notice the whole story? It's terribly implemented. He said: after the critical injury, soldiers will loose part of their strong will (= resistance to Psi). So, after you organize a fantastic rescue mission for a near-dead guy, he will become potentially fragile to mind control - the one reason to sack him immediately. You will make a personal connection to the lad, then kick him out for the sake of the team. Mad. (Plus, it is nonsense. Most people who live near-death experiences come out of that stronger in terms of life balance. The people who witness others die may become fragile for a longer period.)Biggest pros are me liking how wounded troops will also have a permanent effect.
It did not sound so in the interview.Well, maybe the Psi resistance is lowered only for the duration of the injury...? And saving and patching them up could affect that?
That's actually a pretty important thing. Hopefully they keep the Hidden Movement message too. Small things like that add up.Separate civilian turn is one basic mistake that takes away half of the suspension during enemy turns. JA 2, X-COM and many other great TB games did it badly. Let's improve.
You like it? Did you notice the whole story? It's terribly implemented. He said: after the critical injury, soldiers will loose part of their strong will (= resistance to Psi). So, after you organize a fantastic rescue mission for a near-dead guy, he will become potentially fragile to mind control - the one reason to sack him immediately. You will make a personal connection to the lad, then kick him out for the sake of the team. Mad. (Plus, it is nonsense. Most people who live near-death experiences come out of that stronger in terms of life balance. The people who witness others die may become fragile for a longer period.Biggest pros are me liking how wounded troops will also have a permanent effect.
This is a pretty good point, I'd like to see that as a mechanic too, including reaction fire against civilians, panic (in player and characters both) due to not being able to know who's an enemy and who's a civilian at first glance, and so on. It would also add more variety to the game and character/party building, like choosing a character who's very quick but doesn't really differentiate between enemies and civilians, resulting in too many civilian casulties, or a character who's more level-headed but slower and similar tradeoffs.Separate civilian turn is one basic mistake that takes away half of the suspension during enemy turns.
choosing a character who's very quick but doesn't really differentiate between enemies and civilians, resulting in too many civilian casulties, or a character who's more level-headed but slower and similar tradeoffs.