Jump to content

Bobit

Members
  • Content count

    86
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Bobit

  1. Because... the mechanics are completely different... XCOM2 is the polar opposite of the original X-COM. Enemies never attack without warning first, whereas in X-COM a huge part is preparing for enemies who could attack at any moment. "Just build your perfect XCOM in Excel and play it that way. " I actually do try to make my own games, but many people have done a much much better job than me. It takes a lot of work to be creative. Really, if you only care about aesthetics, I don't know why you wouldn't watch a movie instead. Games ARE the gameplay. The theme is just a sideshow.
  2. 1) No I don't think X-Div does this. OpenXCOM mods do though. 2) AI gets too high reactions in most games imo. 3) I always do max speed lol. 4) Some games have stealth. Not many have prone (too niche and AI can't do it) or tank pilots (the value of tanks is they don't need a pilot).
  3. The problem with air combat in all XCOM-likes is that regions don't do anything special. You're fighting over a blank map, so your air strategy should only vary so much.
  4. I would just like to restate that it's better to start a short campaign than decide later some missions should be skipped. Length should be handled in the campaign start screen options.
  5. I play every single game in the genre and couldn't care less about aesthetics.
  6. It's okay for some missions to only be challenging if you go for "extra credit" such as taking hostages, training experience. It's not the vanilla approach but it still makes for an interesting fight, and it means that missions don't have to involve random oneshots against otherwise easy enemies (see: xDiv phase1 seb flamers) to stay interesting. You're probably right though, it would be better to adjust campaign length/difficulty from the start than to later decide it's not worth playing.
  7. I agree and I think this is a valid criticism because the devs chose this engine / graphical style over the old one specifically for better graphics. Sure it's in beta but eh, much of the art seems implemented.
  8. Bobit

    How many bases do you build?

    Haven't played much X2 but the main incentive to make more bases than needed for radar coverage is usually so planes start their interception closer to the UFO. So you do it in X-division but no Xenonauts 1. The big thing that makes the airgame suck in most XCOM-likes is the lack of any difference between countries, or even opportunity for countries to change over time. So it's very prone to optimal solutions which never change.
  9. Options are always good, what if you just want to auto-resolve the boring easy missions? What if the air game gets good enough to play on its own? What if you only want to play the lategame missions? That said I have no idea what a decent auto-resolve algorithm would be. Way too complex to simplify without making it very unbalanced. Even air auto-resolve is hard to balance.
  10. Bobit

    Idea: Conceal Mechanic

    If you take the mechanic as a more abstract representation of many types of stealth - active camo, looking like a civilian, quite movement, psionic stealth, or the far more engaging electronic warfare you see in hardcore naval/air games, it suddenly has a lot of thematically-inspired mechanical potential.
  11. Bobit

    Hidden Movement

    I'm really not sure why people thought hidden movement was a good idea even back in 1996.
  12. Bobit

    Idea: Conceal Mechanic

    You are aware that this already exists in OpenXCOM? Ctrl-F or scroll for camouflage. It also exists in Phoenix Point. As a mechanic it has a number of quirks: It messes with LoS so like the original smoke mechanic it tends to mess with AI. It's seemingly very "inconsistent" to the player as one unit can cause LoS and you have no idea what enemy LoS is. It's difficult to find the balance between totally broken and mostly irrelevant. It works best with other complex stealth features, like only camouflaging at certain points, noise, hacking. So it works pretty well in XCOM2:Spectrum and Cogmind. Not so well in OpenXCOM imo.
  13. Bobit

    Geoscape Strategic War

    Pretty "standard" stuff as I see it, but the concepts are better balanced. For example 1994 XCOM has research give "score", a bit like research proliferation, but score sucks in that game. Deploy Agent seems a little too simple to add depth to the game. You will just deploy when it's at 49%. I would probably prefer if it reduced panic after a delay, or maybe reduced panic from UFO air activity for the next month. But even your way it could add some depth if there were many non-automatic ways to get an agent. Non-lethal missions yay. Hopefully the "war events" have an actual pattern and are not just "random panic until you research x". Something like reducing panic in regions with an alien base would be a more interesting tech. Anyhow it's a good feature for modding as OpenXCOM has shown, and it can't take away from the game so long as there's a hotkey to close the event, unless it's just too much unfair RNG. Aerial Terror Sites make a lot of sense. Basically "base defense" for the air.
  14. Bobit

    New Damage / Armour System

    Locational damage seems very excessive, and like it would have bad side effects in a game where a good accuracy roll means an automatic hit. For example cover being not that great because you always get headshot, unrealistic as you would move around and not just stick your head out constantly. The weapon level system is cool, as it includes "pierce" strategies where weapons ignore armor, "shred" strategies where you aim for getting rid of armor, and suppression strategies, despite only having one stat. The only thing is, health can regenerate, so that means a high weapon level can be bad.
  15. Bobit

    Research mechanics

    Imo, randomized items has always proved superior to randomized skill/research trees. It's just more natural. Mostly items which unlock research in XCOM's case.
  16. Bobit

    Research mechanics

    Yeah, good points. I'm just used to roguelikes and OpenX mods which have more of a "tech web" where you need to fight hard monsters to get certain tech early. Research branches is a lot easier to implement than truly rare artifacts, so it's the way to go for vanilla games, I agree now. More significantly diminishing returns when applying scientists to the same project, or random tech discounts as in XCOM2 would held to make tech a bit more random in the short-run. But that's not as important as the long-run.
  17. Bobit

    Research mechanics

    The realism argument really shouldn't hold any sway imo. Science branches are mostly an incentive to focus on one type of research or spread it out. A balancing tool. But if scientists of a certain type are rewarded from certain mission types, your path of research will also change your mission choice, which is neat. However it's not as good as just making the necessary artifacts for research unique/rare as done in most OpenX mods. That leads to real diversity and storytelling. It occupies a similar role but actually works. Also it has the problem that unspoiled players will have researchers which do literally nothing when they run out of things to research in that field, and spoiled players will just pick a boring balanced mix. Kinda like the airgame. The XCOM genre in general needs to focus a little more on making every campaign different, not just being a scenario generator for squads with one or two of every class.
  18. Bobit

    Xenonauts-2 January Update

    I mean you guys act like balancing is super hard but virtually all the modders did it right. Snapshot was just more concerned about other things, like massive gimmicks they apparently don't have the budget for. Modular armor sort-of exists in OpenXcom. As in, one armor item can be worn as a number of different armors. It gets very tedious scrolling through armor choices if the armor has more than 3 variants though. With a minor engine modification it's probably a simple matter to implement actual modular armor. You can already put items on the body and prohibit the players from removing them during combat, so it's just a matter of letting those items give an armor bonus.
  19. Bobit

    Prevent reaction fire

    You mean the backspace thing in 94COM? Spin around ten times.
  20. Bobit

    Training Mode

    OpenX's skirmish mode (randomized scenarios with pretty boring settings) would be nice, but I imagine it's a lot of work to balance.
  21. Bobit

    Your Xenonauts 2 wishlist?

    @TrashMan, it's like capping resists in an ARPG. In isolation it is brainless. But then you realize that the difference between 90->100% and 10-20% is massive. Then you have to consider enemy aim, your dodge/defense (when the chance for those stats to apply actually interact with cover), and various status effects (do you want to cap/near-cap miss/resists all the time or just when smoked). Additive resists are awesome. Having played Phoenix Point though they're actually handling the realphysik system well enough for it to be very interesting. Everything else has terrible balance though. The only things I don't like about realphysiks atm is the way cover in between is always treated as just as important, there's no advantage to running, and lean problems. But the original XCOM's low-cover system is broken, surely you must see that. Skilled players recommend completely ignoring it except for hills... crouching barely exists. Your like of it is based on what it could be in theory, not what it has ever been in practice. Proning in particular doesn't work in a game where the player gets no punishment for stalling. XCOM2 actually has hunkerdown, because of how easy it was without realphysik.
  22. Bobit

    Maxim 56, please

    The main problem with artillery is that the main cost to using it or to simply hiding from it is time. There are no downsides to wasting time in classic XCOM-likes. If there were the game would need an all-around rework. I mean it could work if it was extremely expensive or required LoS. But expensive support would be better as flashy stuff like on-map attack helicopters from the OpenX 40k mod. And requiring LoS just makes it a rocket with an irrelevant fire delay. Obviously if the only viable tactic to countering it would be to run into the UFO it would be a bad mechanic, but if properly balanced (and not just based on "realism") with inaccuracy, high cost, and simply allowing the player to ambush aliens stupid enough to always run to UFO, it has potential. Trashman's totally right.
  23. If there's no display I would prefer the "armour can only cause 90% damage reduction" idea and armor never goes down. I want X-Division to work for me but it's pretty hard. Not dying with soldiers is so important in Phase 1-2. You're completely immortal except to flame sebilians once you get decent armor, then there's a few crucial missions at the start of phase 2 where you die in one hit to everything but still have to research somehow. The "return to skyranger with loot or to resupply" gameplay looks absurdly grindy too.
  24. IIRC the damage to armor ratio is 1/6th and any damage whether it pierces or not reduces it. It's a very popular system even outside of this genre. Ablative HP and % dmg reduction are less counterable but make more sense to noobs.There are minor problems with X-division's style: Shotguns had the highest shred since it's directly based off of damage. Shred should be a separate stat. Different armor types tends to encourage spamming the same type of one weapon on an enemy. This is nice for tactics, but it meant that researching only one type of weapon often made sense. Weaknesses of that weapon type could be shored off with grenades. I never got past phase 2 though. It's completely invisible, even on the player's units. You can die to smallarms fire just because you didn't know you were shredded. Very binary. To prevent this (if it's something that should be prevented), either damage reduction should often be lower than damage, or there should be "hardiness" from ToME: armour can only reduce at most 75% of the damage. Or maybe as in TGGW, if reduction = dmg then it deals 20% damage, reduction=1.5xdmg it deals 10% damage, reduction = 2.0xdmg it deals 0% damage. This way armour still does something past dmg. Or just make shred bigger, but then I think there ought to be a way to repair armor.
×