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XenoMask

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Posts posted by XenoMask

  1. Umm, overwatch exists in other turnbased tactical games too ._.; What turn based games have you played?

    Anyway, yeah, I dunno what to say in this thread. I do kinda like perks and stuff, but dunno whether they are needed or not. I would like to point out that I find it silly how nowadays people complain about games being gamey.

    Anyhoo, I do have to say that I have never understood how reflexes stat works and still don't <_<; I have never managed to use it effectively on consistent basis.

  2. Plus from in story perspective it does make more sense when you are ragtag resistance group rather than global combat unit with best resources and equipment.

  3. I have posted my opinions on stuff on sub forum already, but figured out I could post some general thoughts here

    So first, I'm really surprised by this thread since I figured out you guys wouldn't even think of sequel before you have finished other projects you are planning xD

    Secondly, I'm in the "Prefers sprites to 3d models" camp, but I do consider it acceptable sacrifice in this case since 3d models could allow stuff like juggernaut, scuttler, less humanoid aliens, reaper hives, etc features in the game and adding features to be easier.

  4. Hm, just spotted this. Just before I go to work, might I suggest a stronger divide between what local and global teams do? It strikes me that the global team is like the main characters of a television series - they are the "heavy mob" which travels to a new locale every episode to dispense justice, and the local team sounds like the supporting cast who greet the main characters, supply information and background support, but stay in the background to give the main cast plenty of face time. Well, why not make local teams the players agents? Make the local team the "boots on the ground" who do the spade work in uncovering the alien menace and keeping the Great Powers from killing each other in nuclear fire. Perhaps have a dialogue box pop up where the player can perform various tasks in a territory, such as "find evidence of aliens" (generates more event types), "train national forces" (more friendly AI on a mission), "dialogue with local leaders" (prevent DEFCON from rising), etc. etc. and you can assign local team members to various tasks. Of course, any local team members you assign to a task then can't participate in missions - perhaps once team members are assigned they are locked doing that task until the task is completed X number of days later? Sort of like the War table in Dragon Age and other games like that?

    So making local team kinda like agents from original xcom's dev plans before they were scrapped?(I dunno what the agents were going to do in original game, besides locating alien bases though, I haven't found info on that xD)

  5. Though granted, dev interviews are probably more clear xD Anyway, from what I heard from interviews, their goals for strategy layer was to make it less predictable and more procedural so you wouldn't have exact same strategy on every playthrough. Same with proving grounds since thats apparently kinda random what you can get from experimental weaponry if I understood right?

  6. I like the political layer idea, it helps thats something I've wished for a long time. I was kinda dismayed to learn that original xcom was going to have spies and infiltration and other stuff before that layer was cut. And really sad when I learned Apocalypse had political layer too that was cut. I've always wished someone would do XCOM type game with all three layers intact :D

    I don't really like the idea of being able to shoot ufos down only after missions though. Because of the "It feels good to be able to prevent stuff" and because it means we couldn't have ufo landing missions.

    I guess you could do it in the way that the way to prevent events is to complete ufo landing missions that are hard to complete or hard to get(because ufos have cloaking or something) at least until you get research later in the game that makes detecting ufos easier?

  7. My two cents on this thread:

    I like idea of alien classes and not just alien ranks.

    Caesans: I kinda considered these guys to be mooks aka they exist to be shot which is fun since everyone else is much more worse to fight. Granted they could still be deadly, but they were always sight of relief to me.

    Sebilians: I liked them, they had habit of trying to get close to shoot with shotgun so I kinda saw them as assault unit. And saw high rank big ones as kinda equivalent of huge muscle guy with minigun.

    Androns: Yeah, they could have been more terminator-y. They still caused "Oh shit" reaction at time, but they could have been more distinct.

    Reapers: They are just cruel :'D So yeah, they were great. Still remind me of zerg or tyrannids though. And kinda miss the idea of reaper hive missions x'D

    Harridans: Umm, I actually had lot of trouble with these guys since they were rather good at being snipers/locating themselves to high altitude <_<; Anyway, always found it kinda disappointed they look like taller yoda under the helmet, would have preferred if they were cybernetic to the point that biological creature underneath is unrecognizable.

    Wraiths: My favourites :D They had habit of teleporting to locations above my soldiers and shooting them with plasma canons :'( That hurt. Still, loved their design and gimmick and research entries. Even if teleport gets changed, I'd like to their design to stay. I guess they could be changed to be more dire assault class? The teleport ability always felt kinda like that when they weren't using it to give themselves really good positions.. Oh, and I do like idea of them not being clone soldiers and just having their own spot on hierarchy.(if I didn't misunderstand what was suggested <_<; )

    Praetorians: I sometimes kinda wondered why they have best canon(at least it seemed to always kill someone whenever it hit someone) in the game despite clearly not being meant to be on battlefield :D

    Drones: Kinda boring, but dangerous. I had bad luck and often managed to skip medium one altogether or never saw heavy one until final mission :'D

    The two cut ones: Juggernaut and Scuttler look cool. I'd think they could be nice change of pace, but not sure how giant robot would fit in the game, though I guess having mini boss would be cool. Scuttler is design wise different from other enemy units, I like idea of robot spider tank in the game.

    I agree it would be nice to have more varied alien designs, original Xcom had fun freak circus with floating guts, rocks, weird cape guys with metal pole in their stomach, etc, so yeah less humanoid alien designs would be cool.

  8. Eh, I don't really get excited about the new idea, but I didn't find Battle Brothers that interesting either. I put it in my wishlist to get it eventually, but I'm not in hurry to get it at all.

    Granted, that will probably change in future when there is more stuff done with the new idea, but I really did like the old idea so I'm still sore about that :P Not a big deal in any case xD

  9. The problem with stealth in a turn-based game is when you involve any more than a handful of actors, the game becomes incredibly tedious after a while as you either wait for yet another turn where you inch everyone forward a few more feet. I'm pretty sure that's why in the JA series it's real-time right up to the moment you contact an enemy, because stealth works so much better in a real-time environment, but is hella difficult to concentrate on more than a few actors at once (unless you play Starcraft professionally).

    Hey, invisible inc was fun stealth game :P

    (also, are you indirectly saying that Pathfinder idea's ambush element is bad idea in your opinion? xD I have to disagree with that)

  10. Umm... Its sequel even if its sequel to game over instead of beating the game. That is rare thing, but it wouldn't be only game to do that. So... I'm kinda baffled by your post

    I mean, how can you have AU fanfic to your own game? O-o Thats not how fanfic works!

  11. Hmm, dunno about that. Have you played Afterwhatever series? Like I said, they are basically XCOM games even though in none of them you actually defend earth from anything, at least not initially.

    Plus Apocalypse still isn't really like original games thematically. I like to joke about it being ghostbusters but with aliens, aliens in apocalypse aren't as much invading as much as they are infiltrating, only by the end when you start treating their homeworld they start being more serious about blowing up buildings

  12. *shrugs* Apocalypse is XCOM game, UFO: Afterwhaever series are still xcom type games even though in none of them you actually have all of standard xcom clone features, I'd say that this game counts xD

  13. Nice :o Apparently its pc only, has modding support and brings some old features back (body looting and procedural maps, not sure if I missed something)

    Also, seems like they are planning to add stealth/infiltration stuff huh? ._. At least since it seems like you are guerrilla force this time around

    Anyway, I just find it hilarious that apparently this is sequel to game over state of XCOM 2012 xD

  14. I had been unable to put it in words earlier, but I think kabill managed to just sum up why I don't really feel excited about new idea <_< I did say it might be more profitable, but I think it might be profitable for the same reason it doesn't interest me: Because there are a lot of games like that already. Heck, even the Band of Brothers(or whatever was that early access game mentioned earlier, I did check out steam for it) is planning to have more than that by time EA is finished, though maybe its final story missions will be as barebones.. The old idea sounded new and fresh and loved setting stuff that were to have gameplay effects.

  15. Risky stuff is mostly cooler and more memorable though <_< Not always, but still xD

    Also, speaking of Invisible Inc, that does remind me on plot stuff. I mean, yeah, Invisible Inc does technically have a plot, but its really thin. I was kinda disappointed by that since game was type of one would have really benefited from more story in my opinion... Same about XCOM 2012 come to think about it. I mean, yeah, that one does have more plot than Invisible Inc, but its mostly "Do this next obstacle" and like Invisible Inc only final mission has any really notable story stuff(that isn't "Okay, you did objective x, now do objective y") which are weird as hell in both.

    ...Someone should do a great Jagged Alliance sequel, I heard Jagged Alliance flash point wasn't that great <_<; I'd be fine even with Jagged Alliance 1 type game... Dang, I'm really missing JA huh... I guess I should play it again...

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