On October 12 2012 05:07 Obsidian wrote:
I hope the game does have some mod support. There's plenty I'd like to see done with it. I agree with people in that it's basically XCOM, trimmed down, possibly excessively so. The linear nature of the mission objectives destroys quite a bit of the mystique.
UFO encounters are very rare, and even more difficult to encounter due to the nature of their satellite coverage. The original's Radar system was a bit more robust, but even then, it was a whole mini-game that's effectively been marginalized.
Abduction sites are problematic, and there's oft-times nothing you can do to keep panic down. You can ace everything that comes your way and still have multiple countries freaking out. Needs to have more random events, trades and the ilk pop up rather than exceedingly randomly.
Crafting is too simple, research is likewise very simple, especially given the 'research credits' some things give you, reducing time spent in half. There simply aren't very many topic and I was basically fully researched after only 4 months, if that. The biggest holdout was lack of alloy/elerium from very few crashes/ufo encounters.
No Base assaults/defenses is unfortunate. Was fun finding and destroying the various bases. Being restricted to just the one is booring.
I like the class system, though being unable to pick your class is a little painful, regardless, there should be more weapon diversity and choices. Granted, Xcom 1 didn't have the best diversity itself. Once you got heavy plasma, you almost never used anything else but small and blaster bombs. Xcom 3 Apocalypse was a little bit better with the machine guns, assault rifles, sniper rifles and then things like dimensional guns and toxi-guns. But that went a little pear shaped too once you got Toxin B->C. There should be some diversity between various guns, at least for the Heavy. I'd like to see a return of the old HE Cannons, being restricted to just a few rockets and potentially grenades really lowers my collateral damage... and I love to cause collateral damage!
That and Frak Cryssalids!
I hope the game does have some mod support. There's plenty I'd like to see done with it. I agree with people in that it's basically XCOM, trimmed down, possibly excessively so. The linear nature of the mission objectives destroys quite a bit of the mystique.
UFO encounters are very rare, and even more difficult to encounter due to the nature of their satellite coverage. The original's Radar system was a bit more robust, but even then, it was a whole mini-game that's effectively been marginalized.
Abduction sites are problematic, and there's oft-times nothing you can do to keep panic down. You can ace everything that comes your way and still have multiple countries freaking out. Needs to have more random events, trades and the ilk pop up rather than exceedingly randomly.
Crafting is too simple, research is likewise very simple, especially given the 'research credits' some things give you, reducing time spent in half. There simply aren't very many topic and I was basically fully researched after only 4 months, if that. The biggest holdout was lack of alloy/elerium from very few crashes/ufo encounters.
No Base assaults/defenses is unfortunate. Was fun finding and destroying the various bases. Being restricted to just the one is booring.
I like the class system, though being unable to pick your class is a little painful, regardless, there should be more weapon diversity and choices. Granted, Xcom 1 didn't have the best diversity itself. Once you got heavy plasma, you almost never used anything else but small and blaster bombs. Xcom 3 Apocalypse was a little bit better with the machine guns, assault rifles, sniper rifles and then things like dimensional guns and toxi-guns. But that went a little pear shaped too once you got Toxin B->C. There should be some diversity between various guns, at least for the Heavy. I'd like to see a return of the old HE Cannons, being restricted to just a few rockets and potentially grenades really lowers my collateral damage... and I love to cause collateral damage!
That and Frak Cryssalids!
I remember a terrormission that i completed with not a single building still standing. I think about 2 civilians survived. Apparently liberal use of rocket launchers and HE cannons is not the best way to save them. The aliens also helped by providing multiple cyberdiscs and blowing up a gas station.