Mustawd
Guest
eww
Actually, it could be interesting if done right:this game will have terrible AI and a difficulty level artificially pumped which will evolve into a bore-fest.
also shooting at the head of a squad member to kill a mind fragger seems legit as hell and gives us a glimpse into the design acumen of these developers.
That was already in in backer build 3.OVerkill damage could be applied to the poor target of the mindsucker, which would promote bringing low powered weapons.
Alright, but you gotta have some sort of data to work with here. Being unable to completely assess the health of your targets is a real bitch in a tactical gameimportant component of the atmosphere, in my opinion, also, adds to uncertainty.
If I recall correctly, this actually is how the scaling is determined. If you lose battles, it takes longer for tougher enemies like Ethereals to appear. On the other hand, if you win all battles you have to face them sooner. It's quite an interesting way to punish loading.What makes it "scary" is that its scaling up is not determinated by the player and occurs regardless of the player success or failure to keep up.
Which, if you think about it, is pretty much what PP is doing as well with its mutations. If you lose, you'll get more of the same. If you win, new mutations will appear to adapt to this. It remains to be seen how well this will work, though.If I recall correctly, this actually is how the scaling is determined. If you lose battles, it takes longer for tougher enemies like Ethereals to appear. On the other hand, if you win all battles you have to face them sooner. It's quite an interesting way to punish loading.What makes it "scary" is that its scaling up is not determinated by the player and occurs regardless of the player success or failure to keep up.
If I recall correctly, this actually is how the scaling is determined. If you lose battles, it takes longer for tougher enemies like Ethereals to appear.
Good point. So many copycats failed to grasp this, map design is one critical part that make sense the whole system, e.g. cover, move-and-shoot dynamics, etc.I am still worried about the environments, the game may be boring with all those industrial style playgrounds.
Expecially after Xcom2+Wotc huge amount of different maps.
Well, the point was more about the lack of variety, I think.Good point. So many copycats failed to grasp this, map design is one critical part that make sense the whole system, e.g. cover, move-and-shoot dynamics, etc.I am still worried about the environments, the game may be boring with all those industrial style playgrounds.
Expecially after Xcom2+Wotc huge amount of different maps.
UnstableVoltageModerator
11h
We have another backer update coming to the website very soon. Just a few small teasers in this one, as it’s all hands on deck at the moment. With the addition of a new head of marketing, we’ve wanted to take stock of all the things we haven’t shown yet. It’s important to both hold some things back so as not to reveal everything in the game before it’s been released, but also so we have some exclusive reveals we can give to press outlets for extra publicity before launch.
We will be producing more of these updates (and extra video content) hopefully every couple of weeks between now and release.
The person originally responsible for maintaining the roadmap Trello board is no longer with Snapshot. Our new head of marketing will be taking over this responsibility - but he’s only a few weeks into the job and has a mountain of other stuff he’s working on too - but it’s definitely on his to-do list.
We’re still very responsive to answering questions both here, on our Discord server, Facebook, Twitter and email - though as we get a lot of toxicity from people over the Epic deal, we’ve tried to give some people time to cool down a little before resuming frequent posting.
UnstableVoltageModerator
11h
We have another backer update coming to the website very soon. Just a few small teasers in this one, as it’s all hands on deck at the moment. With the addition of a new head of marketing, we’ve wanted to take stock of all the things we haven’t shown yet. It’s important to both hold some things back so as not to reveal everything in the game before it’s been released, but also so we have some exclusive reveals we can give to press outlets for extra publicity before launch.
We will be producing more of these updates (and extra video content) hopefully every couple of weeks between now and release.
The person originally responsible for maintaining the roadmap Trello board is no longer with Snapshot. Our new head of marketing will be taking over this responsibility - but he’s only a few weeks into the job and has a mountain of other stuff he’s working on too - but it’s definitely on his to-do list.
We’re still very responsive to answering questions both here, on our Discord server, Facebook, Twitter and email - though as we get a lot of toxicity from people over the Epic deal, we’ve tried to give some people time to cool down a little before resuming frequent posting.
E3 and Beyond
...
Beyond
With release getting closer, our development team is busy putting together all of the game elements, systems, models, and other assets that they’ve been working on passionately for almost 3 years. The time has come to finally put all of those pieces together, and we can’t wait for you to see what’s coming up.
We’re in the process of assembly, testing, balancing, polishing and refining, while artists continue to work on new cosmetic variations for soldier customization.
We will be showing plenty more between now and release, but for the moment we will leave you with a few small teasers.
Destruction
We’re in the process of applying the new destruction physics for the terrain, which gives more mass to each object and more realistic structural dependence. This means you can bring down entire sections of a building if the damage occurs in the correct place.
You can watch a short work-in-progress demonstration below.
Lots of Variety
Cosmetic variations for soldiers are being worked on by our artists, providing a vast array of features for your squad. This goes hand in hand with the modular armor system allowing for many different custom combinations.
Modular Armor System
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Modular Armor System
Factions
Work on the Synedrion and Disciples of Anu classes are close to complete - we’ll be showing more of those in the weeks to come.
For now, here’s a quick look at the Synedrion Infiltrator.
Synedrion Infiltrator
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Synedrion Infiltrator
In addition to this, we are putting in the Synedrion environments, along with other Haven variations, finalizing tech trees, and all of the different weapons and equipment, fleshing out the strategic layer, and making improvements to the UI.
We’ve come a long way, but we’ve still got a lot to do prior to release. The passionate team here is doing its best to make Phoenix Point a fantastic, memorable game that we know you’re going to love.
Thanks, as always, for your support.
Music in that video is either from UFO or they made a track very similar to it. I hope we get that in full game as well
In that modular armor GIF I see a version with no shoulder pads! :D
Unfortunately, on this case, piracy is very right.Since E3 all news has been good news.
I am even a bit optimitic that we might get something fun at release.
Too bad I will have to fuck around with pirating the game I bought.
Sept 3rd 2019on Epic and the XBox Gamepass, Sept 3rd 2020 on Steam/GoG