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KickStarter Phoenix Point - the new game from X-COM creator Julian Gollop

Taka-Haradin puolipeikko

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-You can obtain technology for genetic mutations from Disciples of Anu.
-player can steal stuff from havens by raiding them himself or picking stuff up during defense missions
They will have ammo though as far as I got.
Apparently characters can also be overburdened.

-They're planning to add some kind of online play post-launch.
-They have plans for more DLCs beyond floating base one.

I missed last 10 minutes.
 

thesheeep

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They will have ammo though as far as I got.
I don't have a problem with soldiers having to carry ammo with them (or the existence of a weight limit/burden). Both is good.

What I don't like about ammo is the management in the base. The need to make sure there's always enough around in storage, putting it into each slot, etc.
All that uninteresting, no-challenge busywork. Also clogs up the already giant list of things in shops (at least in the old games).
What I'd do is removing that ammo storage/buying management part completely, and when a soldier gets a weapon, they'll always have one or two clips with it - and you can click a button to in-/decrease that amount, affecting the carried weight.
 

LESS T_T

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Summary of the Q&A: https://phoenixpoint.info/blog/2018/1/22/julians-live-question-and-answer-session-on-facebook-live

FACEBOOK LIVE Q&A WITH JULIAN
On Monday January 22nd, Julian took to Facebook Live to answer a torrent of questions about Phoenix Point and some of his previous projects.

We've summarized most of the answers below (click on the question to reveal the answer), or you can watch the full stream embedded here.



Q&A Summary
Why is it not turn-based?
Phoenix Point is turn-based.

What’s the release date?
We are releasing at the end of the year. We will probably also have an Early Access release. We will also be releasing a pre-alpha version to our Luxury Digital Edition pre-orders and backers at the end of March, possibly the beginning of April.

The original X-Com had many more simulation elements (procedurally generated levels, full bullet physics, destructible environments, soldier inventories etc). Can we expect similar in Phoenix Point?
The answer is yes, yes, yes, yes, yes and yet me yes.

Talking about the Geoscape mode – why is it not turn based?
We are sticking to the real-time mode with pause ability that was in the original X-Com because that’s what most players will expect.

Will there be multiple different races or just loads of crabmen?
There will be lots of different alien varieties and they will all mutate.

Is there going to be a “Solomon Chamber” in Phoenix Point?
You’re not the first person to ask that question, believe it or not. We are thinking of including a reference to Jake because I love the guy dearly, he’s done an amazing job reviving turn-based strategy. There will be a tribute to Jake in there somewhere.

Can you explain a bit about how the Action Points system works?
This has been something that we’ve been testing and re-testing and tuning. We have an implicit action points system. There are different movement costs for using different types of equipment. We don’t explicitly show the movement points, just the range. If you spot an enemy the movement will pause, and you can issue new orders. However, shooting will normally end your turn, but there are many ways you can extend the actions of a soldier during a turn through using Will Points.

What about a PS4 version?
Many, many people have been asking about console versions and we would love to do a console version. It’s a big undertaking for cross-platform development. It takes a lot of time and work. So it all depends if we can get the money to do it. But PC and Mac are our priority.

Will there be much more weapon and armour tech scale than in the new XCOM?
We are still working on this. Each of the 3 main factions have their own tech tree – and you will be able to acquire that technology through trade and diplomacy, or you can steal it. You also have your own technology tree.

Will we bill allowed to customise characters?
There will be extensive character customisations options relating to appearance, armour and equipment.

Is the damage system per bullet like the original X-Com?
It is. If you’re firing a burst weapon like an assault rifle, each individual bullet can hit something. It can hit the intended target, something behind it, one of your soldiers, another enemy.

Will there be bases, building and defending like the old X-Com?
Yes there will. It’s slightly different in a sense that you don’t construct completely new bases in the wilderness. You’ll be re-activating old Phoenix bases that are already in good locations. This is very important to the story line. They will already have some facilities present. You can add defences and new facilities, specialise them too. Bases can be attacked by the enemy.

Are weapons more abstract in terms of ammo?
Currently we measure ammo in bursts. There will be individual ammo for weapons.

Will RNG be as bad as XCOM 2 where you can miss targets at close range?
It’s going to be quite different. It’s based on a realistic ballistics system. If you’re quite close to an enemy, you’re going to have a 100% chance to hit. Even if you’re 3 spaces away, you may still have a 100% chance to hit, depending on the weapon. It has a very different feel to the way XCOM 2 works. It’s less about flanking.

Why don’t games like this use sliders for customisation options?
It’s very difficult to do and takes a lot of programming.

Will it be available on Steam?
Yes, it will be available on Steam and on GOG.com – these are the two services we’ve promised to deliver on.

Can you loot or scavenge the battlefield?
Yes, you will be able to loot for weapons and ammo during battle.

Will there be multiple bases in Phoenix Point?
Yes, you will be able to have more than one base.

How difficult will the game be from the easiest to the hardest settings?
The answer is fairly easy and pretty damn hard.

What can we expect the differences to be between Phoenix Point and XCOM?
There’s a huge difference on the strategy layer. It follows much more of an open-world system approach as there are many different factions and sub-factions with their own agenda and resource. This borrows from 4X design, but there is less complexity and micromanagement.

Is it true funding hit $1 million so we will get floating bases?
Yes. This will be a free DLC that comes after launch.

How’s the weather in Sofia?
We have a lot of snow and it’s really cold – but that’s good because it means we’re all inside working really hard.

Will there be a nemesis system?
Some of the large leader-type aliens will have their own bases and you will be able to hunt them down. They will try to preserve themselves in battle.

Taking any inspiration from “The Long War” XCOM mod?
Yes. To some extent. The game system we have is quite a long one with a lot of story elements, but it’s less linear than The Long War. There will be more customisation options and larger squads too.

What about DLC for expanding the game?
There will be DLC. We’ve already confirmed that the first DLC will be the floating base system with an extra mission type and some technology. We do have plans for more DLC but we can’t talk about that at the moment as it is still under development.

Will Rebelstar Tactical Command ever be ported?
It’s not in my hands as Namco Bandai hold the rights to that particular game and the source code and all the IP therein.

Is there some kind of time limit such as the Avatar Project in XCOM 2?
The aliens do have their own agenda, and if they can complete it, then they will win the game. But there are things you can do to stop it, and it’s much less abstract than in XCOM 2.

Will there be a better exploring issue than in XCOM?
We would like to have some exploration based levels, but it will depend if we have the time to do that. But yes, it has been considered, but the game is much more combat focused.

How do we get the alien encounters? Will there be interceptions?
One of the limitations the aliens have is they don’t have large-scale air units. They do have some large-scale land units which you can see on the Geoscape. You will be able to land on top of them and complete a mission to defeat them before they can destroy Havens and bases.

Are there any mechanics in Phoenix Point that you’re excited to see players react to?
Yes. The Will Point system. Lots of the strategic actions and the interactions between the factions I think will be very exciting because it hasn’t really been done before, except in maybe X-Com Apocalypse, but we’re taking things much further.

Will Phoenix Point deal with “power creep” where they get less challenging towards to the end?
Yes, we are dealing with it. It’s a very big problem in the modern XCOMs due to the way in which the aliens progress in a very linear way. It’s a high priority for us to get the challenge level right. Mission objectives are very much under the control of the player.

Will you be able to evac at any point during a mission?
It does depend on the mission type, but in most mission types, yes – you will be able to voluntarily retreat.

Will there be permadeath in the game?
Yes there will, but there will be ways to mitigate soldier death.

Are you considering a sequel set in the same universe and building PP around that consideration, or are you just taking things one project at a time?
Yes, we have quite an elaborate world building effort which is being undertaken by myself and the writing team, Jonas Kyratzes and Allen Stroud. There is already an extended story-line. We have some very interesting plans for what might happen after the end of the game. Rest assured, we have a long-term plan.

Will there be stealth mechanics and combat?
We’re going to have an extensive stealth system, but we’re not revealing that just yet. There is a class called the Infiltrator who is focused on infiltration and recon.

What classes can we expect to see in the game, and will there be more classes in DLC?
We have a number of classes planned already. We’re not going to reveal all of them now. We’ll be showing some of the New Jericho classes at the PC Gamer Weekender. They have an Assault guy, a Sniper and a Heavy Infantry – but we’re not going to be revealing all of them just yet. And yes, we do intend to release other classes in future DLC.

Are the factions going to be spawned at random locations, or will there be specific factions for each continent?
There is a high degree of randomness involved in the faction locations and where they start, although the do have some start biases to where they spawn.

Will there be more comprehensive skill trees for soldiers than in the Firaxis XCOMs?
Yes, is the answer.

How big is the development team at the moment?
There are 25 of us here in Bulgaria at the moment.
 

Cyberarmy

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This game with all the goals it seeks to achieve, proper implementation and not to look cheap, it needs at least around 3 million USD.
 
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Why? None of the features cost "money" as in extra engine licenses or whatever. It's all about coding and most improtantly design. If they have the systems in mind, implementing them shouldn't be too bad.
It's really good that they DON'T aim for multiplayer, co-op, modding, multi-platforms and stuff like that on release. Reduces the workload and of course the budget A LOT
 

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Why? None of the features cost "money" as in extra engine licenses or whatever. It's all about coding and most improtantly design. If they have the systems in mind, implementing them shouldn't be too bad.
It's really good that they DON'T aim for multiplayer, co-op, modding, multi-platforms and stuff like that on release. Reduces the workload and of course the budget A LOT


Making games is not an exact science. There is constant iteration (thus lots of work that is scrapped) and as more complex and more features the game has, way more time it needs for balance, cohesiveness and bug fixing.
And all we heard is that this game wants to be complexity galore; this bullshit where the costs for developing a game in hitmen's land are at one third as the costs in US I will not believe it one bit.
And even if you have cheaper but not experienced staff, the costs are still there in time lost more than necessary to resolve an issue.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
this bullshit where the costs for developing a game in hitmen's land are at one third as the costs in US I will not believe it one bit.
You better believe it... Bulgaria is one of the cheapest countries in the Balkans and therefore Europe. I can't tell specific numbers of course but he's definitely saving money having a company there.
Of course I have no idea about the competence of Bulgarian devs so in that aspect you have a point. But I think he's balancing the whole thing by not adding any unnecessary "heavy impact" features
 

Jaedar

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Removing ammo was the single great decision Firaxis made with nuXcom among other shit. And Gollop wants it back...
Admittedly, ammo did not matter much in x-com or apoc, other than for the heavy weapons.

But for those heavy weapons, it mattered a lot, especially since you could burden other squad members with carrying extra ammo for the weapon wielder.

It was never about how many rifle rounds you take (always more than you can fire in a mission): it was about if you pack 2 incendiary missiles or 2 regular ones.
 

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Removing ammo was the single great decision Firaxis made with nuXcom among other shit. And Gollop wants it back...

Conserving ammo in a mission because you wanted to bring other gear along your ammunition (so you don't have as much) should play a tactical role in the game.
The same backwards, the player should have the liberty to stuff himself with ammo is he wants to level a building's wall with his firearm/laser etc. and create a breach-point.
Not having an ammo limitation and fire that grenade launcher or rocket launcher indefinitely is overpowered in a game that wants range to be important.

Also the existence of ammo scarcity in mission could make the existence of robotic weapon platforms (like S.H.I.V in 2013 XCOM) more valuable and more full of impact gameplay wise with its large ammo reserve and firepower.
Ammo scarcity could mean that the body of your own soldier could be a gold mine if you ran out of ammo, creating situations where tough choices have to be made.

The nonexistence of ammo means there are no ammo types.
And ammo types could prove very important in the game where some monsters would be more vulnerable to a specific ammo type because of their morphology.

The problem with micromanagement for those who loathe it because they played too much dumbed down XCOM could be easily resolved with the ability for the player to make custom gear lists. :)
 
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ArchAngel

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I pretty much agree with all of the above, though this:
The nonexistence of ammo means there are no ammo types.
could be circumvented by giving weapons different firing settings (AP,HE,Incendiary etc) where appropriate.
Nah. having more options means players get to make more choices. Making more choices leads to more learning opportunity and that leads to a more memorable and better game.

A game like BG had lots of crappy or very situational spells but trying them and learning which ones work better was one of the things that make the game memorably for people that played it for first time (or first few times).
Ammo goes into same category.
 

thesheeep

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The problem with micromanagement for those who loathe it because they played too much dumbed down XCOM could be easily resolved with the ability for the player to make custom gear lists. :)
Or simply remove the need to juggle it in inventory by making it a "stat" of the weapon that can be in/decreased without having move things around from slot to slot.

I think most would agree that having ammo affect weight and thus being part of decision making is a good thing.
What I hope is that the implementation won't be that of the old X-COM games where it was that
PLUS having to scroll through unending inventory lists to move single units of ammo from slot to slot
PLUS having to buy every single clip in unending shop lists
PLUS having to sell old crappy (and found) ammo after it becomes obsolete.
Ugh.
All the things after a "PLUS" can be easily removed as a brain dead person could do them and they include 0 decision making.

If you really want to display that ammo does cost money (even though it didn't matter at all in any X-COM game I ever played including mods), they could introduce some sort of after-mission cost to purchase "lost" ammo.
 

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The problem with micromanagement for those who loathe it because they played too much dumbed down XCOM could be easily resolved with the ability for the player to make custom gear lists. :)
User-defined loadouts aren't for the lazy, it's good design. Xenonauts did this, and I hope PP does as well.

I really wish PP were a class-less game actually, where there are 'loadouts' of skills that encompass the designers' vision of the classes already planned, but the player was able to make and save new class 'loadouts' as well.
 

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scroll through unending inventory lists
in unending shop lists

So your problem is not with ammo per se but with the UI.
A proper UI can have filters and even keyboard shortcuts to easily navigate if furthermore.

I think there are enough X-COM fans out there that enjoyed the economic/logistical simulation aspect of being in charge of the management of the bases.
For me x-com was never just about killing aliens in tactical missions. It was about self sustainability by any means.

I enjoyed selling obsolete equipment,corpses and manufactured ammo&weapons and see the funding level increase and to be able to upkeep one more bases that it wouldn't have been possible otherwise and thus making my life in-game easier because I put time and effort in proper micromanagement and logistics.
I also enjoyed making sure that soldiers are well supplied with ammo and that there is enough to go around for every soldier.

Equipment templates and proper UI design can go a long way in regards to quality of life player issues and is to be preferred instead of further abstraction of elements that give the game a sense of realism.
 
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thesheeep

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Go download Open X-COM and play a mod like PirateZ and say its useless busywork.
That is exactly what I did a few weeks ago.
Useless busiwork with zero braincells involved.

If you really think that there is any challenge and thinking involved in clicking friggin' "buy X of this ammo" for a dozen weapons every now and again, moving those items around PIECE BY PIECE to fit in some slots, then I think you are the easiest to challenge and easiest to entertain person on this planet.

I prefer to have my time not wasted by ordinary shit like buying ammo.

I enjoyed selling obsolete equipment,corpses and manufactured ammo&weapons and see the funding level increase and to be able to upkeep one more base than it would've been possible otherwise and thus making my life in-game easier because I put time and effort in proper micromanagement and logistics.
I also enjoyed making sure that soldiers are well supplied with ammo and that there is enough to go around for every soldier.

What the fuck is wrong with you people?
This is like saying "I enjoy opening an excel sheet and painting every third row blue". Because that is the exact same level of challenge.

This has 0 to do with management or strategy.
 
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This is like saying "I enjoy opening an excel sheet and painting every third row blue". Because that is the exact same level of challenge.


There are people that find gratifying the feeling of being involved in every detail of a simulation and to be responsible and in charge with every aspect of a system, whatever insignificant it is.

The same way as some people will find "brainless busy work" pressing the clutch pedal and shifting gear by hand and others would not have it any other way.

Also is very gratifying in any game to sell unwanted stuff for hard cold cash which you can do whatever you please with it afterwards.
 
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thesheeep

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There are people that find gratifying the feeling of being involved in every detail of a simulation and to be responsible and in charge with every aspect of a system, whatever insignificant it is.
That... actually makes sense.
I find gratification from overcoming challenges - and nobody can say to me with a straight face that buying/selling ammo is a challenge. But I guess some people find gratification in doing brainless busywork.
There are, after all, MMOs and people who genuinely seem to enjoy grinding.

One can only hope they don't overdo it with the "every aspect of a system" bit.

The same way as some people will find "brainless busy work" pressing the clutch pedal and shifting gear by hand and others would not have it any other way.
Heh... I sold my car 10 years ago.
One of the best decisions I ever made.
It is amazing what time you suddenly have to do interesting and/or useful things when you don't have to play taxi driver/wash/tank/take care of the bloody thing/etc. any more.
Many interesting books were read and complex thoughts were had in the subway/railway.
Of course, that only works in proper cities.

Maybe I'll get a car again - once they drive on their own.


...Yeah, I really don't like it when shit wastes my time :lol:
 

Mustawd

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Seems Gollop is trying to finely balance the game between the two. He's trying to push the simulationist boundaries while doing his best to keep mainstream appeal. For example:

1. He's using APs but it's something of a TU/AP hybrid. It gives you more control than the style nuXCOM popularized. In the AMA he mentioned that you CAN micromanage how your units move, but that you don't have to if you don't want to get into that level of detail.

2. In the AMA someone asked why not make the geoscape turn-based as well. Reason being is that fans of X-Com expect a RTwP Geoscape, and that having it in real time gives you a sense that the world is real and events are happening outside your owb little bubble.

3. You'll be able to build bases but the locations are predetermined. So unlike in X-Com, where you could possibly put a base in a location that might not be the best, PP does not have that option.

4. Gollop mentioned TUs vs APs was decided because some players don't want to do the math that pure TUs represents.

Also, it's worth remembering that PP is based on both X-COm/UFO AND x-com apocalypse. So it's not a pure copy of either of his games.

Anyhow, I think just based on the above it's quite clear that he's trying to make a game that will appeal to the nuXCOM crowd, but providing more meat for those x-com fans who felt the Firaxis games were a bit too simple and streamlined in some areas.
 

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Honestly I find 2-action system too simplistic, it does not account for some people being faster than others - compare to OG X-COM where some troopers were slowlards and others could run through the map in a few turns if they had the energy capability to do it.
That is not entirely true. Not sure where PP stands on this other than limiting the distance you can cover and still take a shot based on your weapon choice, but even nuXCOM has the movement (EU) / mobility (XCOM 2) stat that governs how far a soldier can move per turn. Soldiers mostly having the same range is not an inherent problem of the 2AP system but rather of nuXCOM soldiers always having the same stats.
 

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