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smoke_th

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  1. Eheheh, you got it wrong. Alien encounters in apocalypse WERE NOT random. They were following a pretty nice algorithm - when ufo (any type, even scout) hangs above building - it infests it, with a small-to-medium chance of infesting nearby buildings. After a cleanup mission if some aliens escape (Yes, unlike ufo 1/2 aliens can flee from mission) - they'll try to relocate to nearby building and hold out there, all while trying to subdue organization that building belongs to. (side note - when poppers explode they still count as alive alien - i found that out when i hacked the game and gave my troopers popper 'weapon' - they suicide bomb, but appear on the global map right after the mission like if they escaped). If you will not pay attention to the call, or aliens decide to move after initial infestation - they'll move whole pack to the next building as well, demonstrating basic tactical approach. Point being - always watch closely to alien ufos and take a notes about where ufos were hanging - 95% chance that THAT building is infected - and you can immideately send killsquad and initiate alien hunt mission there without alarm going off. On top of that, every subdued organization automatically has a medium chance of each building which belongs to that organization to contain minor wave of aliens. And they also gonna try spreading around if you clean it up but not entirely. And that's where most fun occurs - if aliens subdued organization BUT all efforts, of that organization, to assault x-com were in vain - there is a 50% chance that next alien invasion craft will shoot down buildings of that organization, turning them 100% hostile against aliens and 100% allied towards you. (that's one way to break an agreement) Here's another part of apocalypse which really struck a bullseye in terms of strategy - senate/goverment is not the only organization which you need to keep an eye for - delivery services also are. Once delivery service turns hostile on you - it's pretty much game over as you will not be able to not only buy/sell anything, but also transfer equipment between bases (except hand-held items which you can drag with use of your solders).
  2. Excuse me, integrity of what? Xenonauts is an x-com inspired game, not a direct remake. If author wants to deviate from original - he has a full artistic license to do so. Besides, who are you to dictate what to make and what not to make? Some entitled schmuck over the internet, that's who.
  3. Already been done. Twice - in UFO: Aftermath and UFO: Afterlight.
  4. Yea, pretty much (my 2 solders with toxic guns killing every alien which comes out). But the idea itself and setting itself were executed pretty nice. The active pause realtime mode was practically the best thing about that game. Much more tactically solid and interesting.
  5. I would recommend you, and anyone who's interested to grab x-com apocalypse on steam and play it (a fair warning - turn-based there is not very good - so i strongly recommend to use realtime mode with active pause - it is much more better)
  6. As some other people mentioned - X-com Apocalypse is THE best x-com game in series. It steadily continues plot where humanity now has integrated all alien technology, events of TfD and EU rendered most of the earth uninhabitable, and humanity built a megacity on a distant planet. And then new threat from cross-dimensional gates comes (threat which literally eats sectoids for breakfast), rendering half of the tech accumulated during x-com campaign obsolete. X-com: enemy unknown/Ufo:alien defense were already runned into the ground with remakes, xenonauts being best of them. Why do you want do to the same thing AGAIN? Instead of, you know, giving it proper sequel which will spin story forward. If you can't write it yourself - ask sci-fi novelists for help - i am sure there are people which can help with that.
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