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X-COM Firaxis - XCOM: Enemy Unknown + Enemy Within Expansion

ChristofferC

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I don't know how to spell it out but the similarities in (bad) art style are there. If you look at the clipart looking icons in Civ 5 after playing Civ 2 or Alpha Centauri it's enough to make one weep.

Firaxis just seems to full on suck when it comes to art style of any kind these days. They make the Toddler look like Fellini.
The icons in Civ5 were taken from stock art and google image search.

http://forums.civfanatics.com/showthread.php?t=422219
 

Hellraiser

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Finding the last alien on the map:
Good solution: Alien is scripted to go berzerk when it's a sole survivor. It'll violently throw itself at your forces, going out in a blaze of glory (maybe try to nuke the entire area like the Predator?)
Bad (most likely) solution: Quest compass on all aliens :smug:

I stopped having that problem when I realized fusion bombs for my hovertanks were cheap and plentiful. Although it was bullshit that they didn't blow holes in UFOs. The launcher on the other hand :smug:
 

EG

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I just started sweeping the entire map in quadrants, with 4 guys per quadrant. A bit more difficult in terror missions, but then you just shoot holes in the buildings to save time.

Just like using smoke bombs to avoid having your landing party decimated in later levels or during base attacks.

It's quick, it's easy, and apparently some people never figure it out.
 

Monk

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Why not just include an "auto" feature for micro-management, or a menu with more general settings?
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Xcom is a great game and all but there was certainly a lot of tedious and uninteresting stuff. About half of it can be fixed with various mods but the other half pretty much requires a new game. Ship to Ship combat, shit (make the pun yourself). Needing to find the last unarmed alien and searching for hours, shit. Every mission after getting Blaster Bombs or Mind Control, shit. Grinding 30 missions to find one that has an alien commander who you need to finish the game, shit. Finicky as fuck LOS checks, shit.

All of those were fixed in Xenonauts already.
 

Spectacle

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So the end game weapons bring about the end game?
The problem is that they don't. The biggest problem in XCom is you get to a point where you have an experienced and well-equipped force that can easily take on anything that the aliens send at you, but the game is far from over. While you work to capture and research those alien leaders and commanders, the aliens still send out tons of ufos of all sizes, and it's not like you can just ignore them. So while waiting for the end game you have to complete tons of repetitive missions that are trivially easy as long as you use careful tactics. And you can't just rush through them either, because a single alien with a heavy plasma can still fuck up your guys, so you need to take it slow. There's no real need to think about tactics though, just do the same thing over and over on every mission and you'll survive, but possibly quit out of boredom.

I think once you start intercepting most of the smaller ufos, the aliens should just stop sending them, and use just the big ships instead. Fewer fights, but more and tougher aliens in each.
 

DwarvenFood

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Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
The screenies look like a mix of zoomed in Civ 5 with the men (or aliens?) inspired by the style of Evil Genious. As much as this might become streamlined and/or "ugly" it will still be a better game than the X-Com shooter. Just has to be.. and how many turn based line-of-sight implemented "AAA" titles do we get these days ? Should be worth trying the demo.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The problem is that they don't. The biggest problem in XCom is you get to a point where you have an experienced and well-equipped force that can easily take on anything that the aliens send at you, but the game is far from over. While you work to capture and research those alien leaders and commanders, the aliens still send out tons of ufos of all sizes, and it's not like you can just ignore them. So while waiting for the end game you have to complete tons of repetitive missions that are trivially easy as long as you use careful tactics. And you can't just rush through them either, because a single alien with a heavy plasma can still fuck up your guys, so you need to take it slow. There's no real need to think about tactics though, just do the same thing over and over on every mission and you'll survive, but possibly quit out of boredom.

I think once you start intercepting most of the smaller ufos, the aliens should just stop sending them, and use just the big ships instead. Fewer fights, but more and tougher aliens in each.

You can vaporize those smaller UFOs in midair with the right interceptor weaponry. Or chase them out over an ocean if you're desperate to avoid a land battle.
 

made

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Because it looks suspiciously like a zoomed in Civ map with its hex grid, control radius neon glow, and low-poly units. Most likely it's the same engine.

I wonder why people call this an AAA title. This has low budget written all over it.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Here's an aspect of UFO that nobody's talked about:
Manufacturing surplus laser rifles to sell on the black market. :smug: You could have entire cash cow factory bases for this purpose.
 

EG

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Here's an aspect of UFO that nobody's talked about:
Manufacturing surplus laser rifles to sell on the black market. :smug: You could have entire cash cow factory bases for this purpose.
And once you have a good manufacturing capacity, you can be lax in your duties as the defender of nations, targeting only those landings that are of great importance to you.

Though, if you want to protect your approval rating, and be seen to be doing the minimum duty, send a carrier with a single soldier to a landed craft. Then, in the first turn, lift off. That nation won't love you, but they won't scorn you either.
 

GarfunkeL

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Xcom is a great game and all but there was certainly a lot of tedious and uninteresting stuff. About half of it can be fixed with various mods but the other half pretty much requires a new game. Ship to Ship combat, shit (make the pun yourself). Needing to find the last unarmed alien and searching for hours, shit. Every mission after getting Blaster Bombs or Mind Control, shit. Grinding 30 missions to find one that has an alien commander who you need to finish the game, shit. Finicky as fuck LOS checks, shit.

I'm very gullible, but I'm going to operate under the assumption that at least one of the guys in the "I love Xcom" video actually enjoyed Xcom. In any case, even a subpar but playable TBS by codex standards would be a massive incline to '12 gaming and hopefully encourage publishers to support non-FPS games.

Screen shots look pretty ugly though.
Good thing you know that you are very gullible. Now add a fucking clueless idiot next to it and we'll call it a day.
 

sser

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Oh fuck screenshots http://www.rockpapershotgun.com/2012/01/09/xcom-remake-screens-details-worries/
xnew2.jpg

wtfff
xnew3.jpg



GAY HIPSTER ALIENS IN A FOREST


FUCK.
 

BLASTERDOM

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Does nobody on the internet have the magazine? Here's some information from the article to stoke your rage or soothe your butthurt:

'The PC Difference - XCOM obviously has deep PC roots and a hardcore fanbase with strong feelings about strategy franchises moving to consoles. It's natural for them to worry about a game like XCOM being dumbed down during the transition from keyboard to gamepad. Everything that Firaxis has shown so far indicates that any 'dumbing down' is limited solely to removing over-designed rules. For example, the original's Time Units have been removed for a simple move+action (or double move) for each unit. The idea is to let players still make the same decisions - move here, shoot that - without having to precisely calculate steps taken and type of shots fired in order to optimize that final five percent of combat effciency. And fear not, PC players - Firaxis is planning to take advantage of the platform's unique capabilities to provide an enhanced interface. Lead designer Jake Solomon uses DA:O as an example of what he wants to happen with XCOM. He suggested a zoomed-out full-map view of the tactical map as the kind of feature that PC players can expect that might not make it into the console versions. Finally, if you're an XCOM devotee from the old days, take comfort in the fact that the hardest difficulty is simply called Classic Mode.'

Other notable gameplay changes mentioned: no more Aimed/Snap/Auto shots, but there are two special abilities you can choose between at each level up that add more actions (the example is a choice the sniper gets: 'Squad Sight which lets him fire at any enemy a squadmate can see, or Snap Shot which lets him take a quick shot after moving, an ability normally restricted from sniper rifles).

Oh yeah, there are classes; the ones mentioned are sniper, support, and heavy. Rookies don't come with their class identified, you have to level them up to find out which they are. Weapon clips are gone but you still need to reload, it doesn't say if there are infinite reloads but you no longer manufacture or load clips onto the Skyranger.

The 16 individual countries will each have demands and assign missions - the article mentions Japan requesting a shipment of laser rifles as a reaction to XCOM not protecting their territory, and Africa as being a poor continent but rich in raw materials needed for manufacturing (each continent will have a bonus). The missions are mostly procedurally generated, but there are specific "tentpole scenarios that take place at certain points in the narrative. These come in several forms, from in-game cinematics showing the growing alien threat through the lens of human newscasts to setpiece tactical battles. Firaxis hopes to use these moments to create some semblance of overarching narrative despite the strategic layer being completely player-driven... Firaxis insists that its tactical AI as well as the unique capabilities and squad compositions each player will bring to them will maintain the game's integrity."

When a soldier is killed by a destructive enough weapon, "his equipment is so badly damaged that it can't be salvaged." Environments are destructible, and suppressive fire is in the game - the example is a heavy pinning down a Sectoid, denying it a turn during the aliens' turn. There are pictures of Sectoids, Mutons, and Cyberdiscs, which are fairly faithful to the originals, although cyberdiscs also come in spiderlike forms. Sectoids can use their psionic abilities to link up with each other to increase their effectiveness, but killing one will kill any others it is linked with. Mutons have Blood Call, "a battle cry that excites surrounding Mutons into a kind of animalistic fury.

Finally, the gay hipsters are called Thin Men. "The Thin Man is strikingly similar to the Slender Man myths. It may be that some morphogenic race has been secretly studying humanity, and has sent these human facsimiles to Earth as spies. Unnaturally tall and slender, Thin Men are not perfect replicas.... Once engaged in battle, a Thin Man will perform acrobatic maneuvers unlike any human. Thin Men are capable of covering large swaths of ground in a single bound. Snipers should be wary of their ability to jump up several stories in a single leap. Once engaged in close quarters, the Thin Man unhinges its jaw and vomits forth a spray of corrosive putrescence... upon expiration, a Thin Man will explode in an acid shower damaging nearby equipment and field personel."

I have no idea why they chose to feature the Thin Men in the first released screenshots - there are about 30 and those are easily the worst. The tactical view is moveable from a bird's eye 70 degree view to ground level behind/to the side of the soldier. The picture of the geoscape is incomplete, it only shows the globe. The base screens seem similar - the example is a research screen, with a list of topics and a scientist presumably moving in the background. Soldiers are indeed clad in Gears of War style armor, but both soldiers and aliens are drawn in a very clean comic style reminiscent of the animated cinematics of the original (or the Firaxis house style circa Civ V).
 

Wirdschowerdn

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New infos from Gameinformer (copy & pasted from this thread):

•Destructible environments

•In the scenario they showed, one member died. Because of this the other squadmates didn't get an experience bonus

•Without the bonus, the sniper leveled up still. He was able to choose from two abilities. Either Squad Sight(which means he can shoot anything a squadmate can see) and Snap Shot(which lets him shoot after moving. Something snipers aren't normally allowed to do)

•You can't recruit specific classes. You can only recruit rookies and then level them up to become specific classes

•The guys in suits in the screenshots are 'Thin Man' aliens. They're able to leap long distances

•Challenge is stressed a lot

•same quick save/load system though they are considering an iron man type mode where you can't load previous saves

•Firaxis states that they're not rebooting it, they're re imagining it. Using the same core gameplay with modern technology, weapons, audiovisuals, etc.




There's apparently a 'Heavy Armed Mobile Cover Platform that serves as a powerful rock on which to anchor any tactical advantage' and you can directly customize the heavy troops armor and weapons individually.

THE VAST MAJORITY OF XCOM'S CONTENT COMES IN THE FORM OF PROCEDURUALLY GENERATED MISSIONS AND ENCOUNTERS, MEANING THAT EVERY PLAYTHROUGH UNFOLDS DIFFERENTLY. (Sorry for the caps, just quoting here.)




•randomly generated missions, terrain. Developer says you'll never play the exact same mission twice outside of a few story missions which feature in-game cinematics

•fog of war is confirmed. area starts off with darkness everywhere, and the average soldier can't see ☺☺☺☺

•enemy spawns are randomized

•mobile platform called SHIV; customizable for new chasis

•Sectoids and Mutons confirmed

•The base's screenshot is accurate. It is now a side shot instead of top down. You can also upgrade your base, like the satellite, with alien technology

•There was an example in one scenario where Japan had the laser rifle already developed before the invasion because they felt threatened, so that seems random.

•You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources

•The sniper units have a grappling hook ability to get on top of buildings

•Gunners have a suppressing fire

•you can equip your xcom guys with all kinds of different guns. customization looks like a big deal

•Apparently there's some sort of cinematic view when your guys get killed. They didn't cite VATS or anything, so I doubt it's too in depth

•Unexperienced agents can panic, freak out, etc if something bad happens

•Firaxis designer states that the PC version will have an enhanced interface. He cites Dragon Age: Origins on PC and console as a big inspiration




•No black blobs in Firaxis's XCOM. The guys in suits are called "Thin Men" and they can use weapons, jump large distances, and puke disgusting goo.

•No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don't want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.

•Soldiers gain perk-like abilities when leveling up; some examples given are, for a sniper, Snap Shot (move-then-shoot, not normally a sniper option) or Squad Sight (shoot any enemy anyone on your squad can see -- not sure of the rationale there....).

•Environments are destructible, as we would wish.

•Soldiers can still panic, but not to the point of wiping the squad. Likewise, you'll never get plasma-bombed right out of the carrier. They want to make the game more fair, and those were specifically mentioned.

•The strategic layer is extremely robust. You still need to choose which countries to send missions to, which offers of aid (in exchange for more protection) you'll accept from which countries, which alien technologies you'll research, etc. The back-and-forth between tactical and strategic play remains at the heart of the game.

•Overwatch, duck-and-cover, etc. are all still very much present, tactically.

•You can research vehicles, which take the place of a squaddie. They don't gain XP and when they are destroyed they are lost for good, but they provide serious cover and firepower. One example given is a mobile heavy weapons platform that serves as a good overwatcher for a tactical advance.

•Sectoids and Mutons are in. Cyberdiscs and Thin Men are also mentioned. Evidently psionics are also in.

•Aliens have their own special perk-like abilities as well.
Overall it looks really ☺☺☺☺ing fantastic and I am now DAY ONE.



The article specifically cites a sniper spending their entire turn to take an aimed shot for Massive Damage. Perhaps it's more accurate to think of the game as having only two action points per turn, for Move-Shoot, or Move-Move, or Aim-Shoot, etc.

Gus, like I said, overwatch is in the game. In, in, in the game. You definitely can set up squaddies who haven't used all their actions in a turn, such that they can do overwatch and shoot the instant something comes into view.




Reloading costs an action, so it is a tactical consideration. Ducking into cover is the main positioning mechanic they mention. They also mention supppressive fire as another mechanic -- your heavy weapons guy can lay down a barrage that can paralyze pinned units (e.g. remove their actions). Grenades are in, wounding is in. Generally it doesn't sound like there are fewer tactical options, but rather that the bookkeeping is simplified.



(This part was by the author of the GI article)
Apologies if the article was unclear, but the deal is that sniper rifles are unusual in that they take a full turn to shoot. You can unlock a move-shoot perk for snipers at some experience level, but your basic sniper rifle takes a full turn to fire.

Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want, but it takes a turn to do so. Suppressive fire is crazy awesome, for instance, but it burns through ammo like a mofo so you're borrowing turns down the road to kick ass now.

Body positions - AIUI you are assumed to be kneeling behind partial cover etc. They didn't go into a ton of detail here. Personally that's a level of control granularity that I'm not concerned about preserving, so long as I have other awesome ☺☺☺☺ that I can do and creative tactics to explore. Which from what I've seen will not be lacking.


So yeah, you only have one base. Building different bases has been removed, but you still buy satellite coverage (the new radar) and build hangars for interception in different countries. Your single base is like way more crazy awesome than any base from the original, though, and presents lots of opportunities for more decision-making in terms of digging deeper as well as what kind of expansion facilities you add on (see the screenshot of the "ant farm" that we put online Monday).
 

Darth Roxor

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You have 16 countries in the funding council you need to keep happy. Some provide more money, but others, like Africa, provide more raw resources

Slaves? :troll:

No action points. The game uses a move-and-shoot (or move-and-move) dynamic. They don't want people piddling around counting individual action points. Some will call this a concession to consolitis; others will call it useful streamlining.

Soldiers can still panic, but not to the point of wiping the squad. Likewise, you'll never get plasma-bombed right out of the carrier. They want to make the game more fair, and those were specifically mentioned.

Ammo is abstracted. You're assumed to be carrying enough clips to reload as much as you want

So yeah, you only have one base.



FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

:x :x :x

Building different bases has been removed (...) Your single base is like way more crazy awesome than any base from the original, though, and presents lots of opportunities for more decision-making

DOES NOT COMPUTE, MOTHERFUCKER
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
I just read over it and I think most of it makes a lot of sense.

But haters gonna always hate.

YEAH BITCHES!

It makes perfect sense to remove base building, replace character stats with perks, remove ammo, nerf panic effects and finally... REMOVE ACTION POINTS.

Oh yeah, a lot of sense baby.

DAY 1 PURCHASE, I CUMZ SO HARDZ AT TEH NEXT GEN CONSOLE GFX OH YEAAAAAH~~~~
 

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