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  1. The first Firaxis XCOM attempted to address this by having the directional sound which gave you some idea of where an alien might be located. They continued that in XCOM2 But Phoenix Point does this with basically a sort of "echo location" when your soldiers can "hear" a sound coming from a particular part of the map. So you cannot see the enemy, but you can hear approximately where they are. It's even possible to shoot at and hit them using the echo location as a target. It looks like this: With the rings continuously moving out from that centre point of light.
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  2. HA. And with that fuel let me make a suggestion. This might cut deep, so bite your teeth. First, here are the basics. The X1 model, and the envisioned upgraded X2 model are called topdown shooters. They are a legitimate game genre, which can stand all on its own. There have been thousands of games like this ever since Space Invaders was released in 1978. From Space Invaders over Star Fox 64 to Nova Drift they are all topdown shooters. What they all have in common is that they reward dexterity based skills and fast decision making. The sum is hundreds of mini twitch decisions each of them are executed in a tiny time window. Strategic thinking on the other hand rewards time consuming decisions with great impact. The characteristic traits of those are unlimited amount of time to think, less strategic decisions, and greater impact for each individual decision. Its not hard to imagine that players who enjoy one of these genres dont enjoy the other. They are fundamental opposites in the smallest amount of measureable player interaction. There is only a tiny fraction of players who like both ( weirdos ), because those 2 fundamental skills talk to 2 very fundamental different destinations in the brain. Everybody here is discussing how to make the perfect medium burger, which doesnt piss of most people, while i see no reason why we cant have 2 perfect rare and well done burgers, instead of 2 medium ones. I find it much more important to discuss the Geoscape-Airgame effects. Like Do we want damageable parts of UFOs ? Do we want to have them have effects in Ground Combat ? What should the effects of escaping UFOs be ? What should the effects of shot down UFOs be ? Random interactions when <incident> happens ?
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