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Showing content with the highest reputation on 02/16/2020 in all areas

  1. I mean, it's not quite the same as a massive ADVENT tank like in that video, but thankfully we do now have our 1-tile vehicles working in the game and they'll be included in the next build. Larger vehicles would require us to implement pathfinding for multi-tile units ... but that's not necessarily too much work. I'm sort of tempted to put some "proper" 2x2 vehicles into the game once we have the core gameplay working properly.
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  2. Phoenix Point is good example of how introducing new mechanics that deviate from original for sake of change can harm gameplay. Lot of combat problems there came from developer trying to mix things up by introducing XCOM2-based class and abilities, which unfortunately did not turn out to mix well with the design of UFO Defense. The battle is almost entirely skill-dependent at the cost of other tactical elements, and ironically leads to reduced variety in team composition (if you don't go with "correct" build of heavy/sniper or shotgun/sniper, end game becomes near unplayable difficult). Making power difference between rookies and veteran too strong has also led their difference in performance to be too different, making soldiers less disposable and making gamers less inclined to be favourable toward perceived unfairness of aliens. In short, Phoenix Point is suffering because it's been designed as realistic strategy game while new element has shifted the game towards gotta-nuke-everything-in-single-turn puzzle style of XCOM2 battle. While sequel is good opportunity to add additional mechanics that support the original gameplay, I am glad Goldhawk Studio is choosing to build a solid well-proven foundation first, because then the developer can add new elements based on that foundation and also track how it affects game design.
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