Burning Bridges
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Sorry that missed this before, but is this a game that just progresses from mission to mission or is there some sort of metagame?
Sorry that missed this before, but is this a game that just progresses from mission to mission or is there some sort of metagame?
Yes.
There's a world map full of locations and encounters you explore, unlocking, adventuring, talking, trading etc. Think 80 Days/King of Dragon Pass/Banner Saga/Expeditions: Conquistador/FTL.
In addition, the game is divided into 8 scenarios and each of these has a different metagame. Presicely:
1. gold prospecting
2. a bloody inquisition investigation
3. revenge run based on racking up kills and demolishion
4. expedition into latin america jungle
5. inventing technology and crafting
6. clairvoyance
7. building an economy
8. forming the ultimate epic posse of gunslingers
Of course encounter design can encourage or discourage movement. None of that has any impact on my argument ... when all else is equal, the granular 2AP system encourages movement more than a traditional AP system does.
The point is that neither system is flat out superior even from a strictly hard core viewpoint. A system that encourages a fluid battlefield is interesting in ways a static-incentivized one is not. I'm not saying Hard West will be better than Jagged Alliance - I'm just saying that a 2AP system doesn't automatically disqualify a game from realizing its potential, or even make it automatically "dumber".
It's a matter of giving the player options. 2AP simply has fewer of them. There is no snap shot, aimed shot, etc.
XCOM simulated both of these things, it just hid the mechanics behind the class/perk system.
XCOM's big hook in design is more meta - it's the design of the characters themselves. They are essentially classes with roles largely fleshed out by abilities they can use. It helps blend the 2AP into a very boardgame-like system where you use these abilities to tackle X-Y-Z enemies
They still allow you to do roughly the same things (use the whole turn for one shot, take multiple shots at lower accuracy, shoot after moving a lot, shoot beyond the unit's sight).They are fundamentally different.
They still allow you to do roughly the same things (use the whole turn for one shot, take multiple shots at lower accuracy, shoot after moving a lot, shoot beyond the unit's sight).
Oh, isolated into a vacuum they are pretty similar, but within the context of the actual gameplay I don't really think they're the same at all. I'll freely admit I may be exaggerating, but I do try to define key differences in games and I think this would be one. For example, X-Com's version is pinned to the battlescape; XCOM's version is pinned to your choices on the world map. This is what I'm referring to when I say XCOM's core design - as far as these features go - is fairly meta with an emphasis on classes and abilities. You're not taking 'snap shot' on the field, you're taking it at the level-up screen. I'm completely ignoring the functionality here, too, where a snap shot could be taken at any point time where allowed in an AP pool, but in 2AP is limited to at the most, either one or both of two junctures.
Note the difference here in hard west - both AP can be used to shoot. in xcom it is always move+shoot or 2xmove.
That is if I tekeber playing the demo right :p
You're blind as a bat then. Jeesus. Tell me how that would improve anything? Also, in 2AP system moving 1 hex/tile/square is the same as moving 5 hexes/tiles/squares because both cost 1 AP. That's brilliant.I don't see how the issue is fundamentally a problem with the 2AP system. You could take X-com and lock crouching, squad sight and different shot types behind a class system as well.
Every time a dev doing TB start saying shit like "it's not JA2", you know you will get boring simplistic combat, because it should be obvious and it's the closest to the truth they're willing to admit : combat ain't gonna be deep (wasteland2 being the latest example that springs to mind). Not sure for this one as I did see a few interesting mechanics, but this is certainly not a good sign imo. And I really dislike the xcom style 2AP, I feel like it restrict the possibilities and encourage too much defensive play.Somebody should probably remove the Decline tag from this thread, yeah. This is like Banner Saga where people got butthurt with the devs for some reason instead of going "Whatever, it's not JA2, but another turn-based game is always nice".
You're blind as a bat then. Jeesus. Tell me how that would improve anything? Also, in 2AP system moving 1 hex/tile/square is the same as moving 5 hexes/tiles/squares because both cost 1 AP. That's brilliant.
I for one am happy that not all TB games are of JA2 complexity. Sometimes you just want to have fun playing a mid complex TB game instead of one like JA2. As long as we get all kinds of TB games it is good. For Xcom I have Open Xcom, Xenonauts and nuXcom and I was happy for that.Every time a dev doing TB start saying shit like "it's not JA2", you know you will get boring simplistic combat, because it should be obvious and it's the closest to the truth they're willing to admit : combat ain't gonna be deep (wasteland2 being the latest example that springs to mind). Not sure for this one as I did see a few interesting mechanics, but this is certainly not a good sign imo. And I really dislike the xcom style 2AP, I feel like it restrict the possibilities and encourage too much defensive play.
Kinda sad because I was excited for this game when I first heard about it, but now I'm happy I didn't back it.
I don't see how the issue is fundamentally a problem with the 2AP system. You could take X-com and lock crouching, squad sight and different shot types behind a class system as well.
Actually, 2 AP doesn't allow as much flexibility as X-COM system by construction :Oh, isolated into a vacuum they are pretty similar, but within the context of the actual gameplay I don't really think they're the same at all. I'll freely admit I may be exaggerating, but I do try to define key differences in games and I think this would be one. For example, X-Com's version is pinned to the battlescape; XCOM's version is pinned to your choices on the world map. This is what I'm referring to when I say XCOM's core design - as far as these features go - is fairly meta with an emphasis on classes and abilities. You're not taking 'snap shot' on the field, you're taking it at the level-up screen. I'm completely ignoring the functionality here, too, where a snap shot could be taken at any point time where allowed in an AP pool, but in 2AP is limited to at the most, either one or both of two junctures.
Kinda like the mobility/movement thing Zombra was talking about. Technically, both AP approaches let you move around, right? But it's pretty clear that 2AP is intended to be much faster getting you from point A to B. I disagree that it leads to mobile gameplay - in fact, the vast majority of XCOM is pretty static in my experience - but what it does do is get you to the action pretty damn fast. Fundamentally, though, movement is very different in either system, and a lot goes into that (map design most especially). One of the things I hate most about XCOM is the pod-popping. It just drives me crazy. But the more I think about it, the more I wonder, would it even be possible to have a podless XCOM that still utilizes a 2AP system? Remember, the 2AP system pegs the shooting action to one half of the turn or the other. But if enemies are moving freely about, being seen and unseen at various junctures, you're going to need far more tools than 2AP to handle what's going on. I imagine Silent Storm as 2AP, for example, and it just looks insane to me. The intricacies to make one system work or the other is entwined all the way up and down a lot of the design in general.
Actually, Space Hulk's corridors are mostly there to shorten Lines of sight, so they give the aliens a fighting chance (and force the marine to rush past them towards his objectives).The reason I question the viability of going podless (heh) in the 2AP system is because, well, just go bust a bunch of pods in XCOM and see what happens. A lot of the ability design focus is in having the answer on a 1-to-1 basis. You pop a pod, you use our toolkit to take care of the problems. You bust too many pods, and suddenly you simply do not have the turn-to-turn resources to take care of problems because a lot of answers are behind a wall of being unable to efficiently expend AP to solve an issue, instead being forced to use that AP for a preordained ability or movement. All those simulacrums of abstractions suddenly go from being user friendly to prohibitive. It's why Thinmen dropping mid-fight out of the sky behind you can be a huge spike in difficulty. It's largely artificial, but the basics are more or less the same: they take advantage of your limitations in being able to respond to many issues at once.
I haven't played it, but I'm assuming Space Hulk works better because the maps are shaped by corridors instead of wide expanses. In many ways, that is what XCOM is with the pod system - you are on a corridor going from one pod to the next. When you bust too many pods, the game jumps in difficulty because you're no longer meeting threats head on, but being overwhelmed from many points while still being forced to use abilities that were designed for the corridor you just abandoned.
Well you can be sure there will be a good deal of feedback after release
It's 4.What is max number of character you can control in your party? Eurogamer video was mentioning 3, that sounds so low.
To name a few:2. If we finish the game and want to play again, what in the game is made to give us a different experience?
Hard to tell, really. I've seen experienced people getting their asses handed back to them on medium. I get whacked on hard on 2nd combat encounter (my own design) if I'm not careful.which difficulty is recommended for people that have lots of experience with TB but are playing HW for first time. You know, like how for nuXcom they said to play on Classic difficulty for people like that.