Cael
Arcane
- Joined
- Nov 1, 2017
- Messages
- 20,569
That is part of the challenge. The Laser Cannon exploit in the previous games made everything too easy.I wonder if one of the original ideas was that X-COM must actively work against other organisation(s) to remain effective against aliens that get more and more powerful over time. However, what remains that economy of X-COM 3 is fucked. Playable, doable? Yes indeed, but I think wonky economy is one thing that alienated reviewers and players from X-COM 3 more than 'Dick aliens' and suck things criticised by press regarding graphical representation back in the day.Thanks for advice to all. Think I mostly got a decent economy figured out. Government is surprisingly lenient considering how much damage I've done to recyclotorium and random warehouses, and padding that income out with raids on Church of Sirius.
Reading about the development of the game is pretty depressing, considering how much more depth they were aiming to have. Having the options to interrogate or assassinate the leaders of the various organizations, playing one against each other, which I presume would have lead to stuff like getting better deals and so on would have been nice, since as it is other than the Cult of Sirius they're all a bit superficial (from reading the wiki it seems every organization does have some minor to significant impact on your supplies, but it would be more interesting if there was more variation to your relations with them other than 1: you get the stuff from them or 2: they are hostile to you.) The whole concept of having a living city layer that goes about its business while you engage in X-Com missions is genius, despite it falling short of what they originally intended. It's a shame that as far as I know no other game has attempted something like this.
Graphical presentation of aliens may leave a bit to be desired but IMO it was always functional like in previous X-COM games. So I dare the claim that economy and unfinished aspects relative to that caused XCOM-3 to become such a forgotten classic. We never got the game it was really supposed to be.
Well, not everything is lost, Open Apoc is not exactly done but it's "feature complete" already (meaning you can play it like the base game but it lacks bugs report and modding support) so we might get the final version at some point ( one? two years?) and then, no doubt the skilled and passionate X-COM community will hop in to add quality content.
Open Apoc
From ufopedia.org
OpenApoc is an open-source re-implementation of the original XCOM: Apocalypse that requires the original game files to run.
OpenApoc is under development, in Alpha state (this means playable but not all features implemented) Here whats left.
We needs more programmers, so we finish the project faster. Help us bring more attention to OpenApoc!
- Porting to a new crossplatform open-source engine
- Porting the game to any platform you like (windows, linux, android etc)
- Unlimited modding capabilities, which was not possible in the original
- Unlimited possibilities for game finesse
- Added Skirmish module
- Added full debug system
- Added full hotkey system
- Added more than 40 improvements already
- Support for more modern screen resolutions
- In mods we can restore cut gameplay mechanics and Julian Gollop's ideas (creator of the X-Com series).
- The project has Mr. Gollop's support!
I don't get the part abut the wonky economy. I never found a problem with it. The more you sell, the less you get back. That is pretty standard progression for a basic economic model.
You get way less cash than in previous games, you can get the cash flowing by making a giant factory base but it takes time.