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Squeegy

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  1. I have to concur that nixing strength would have a serious negative impact on the game. It was a really fun thing about the OG, and RPG-style stat progression is just fun in general and increases your investment in the character. I think that frozen stats would rob a lot of fun out of that, and also force me to play the applicant-screening game, which I despise. Hey, if these guys are all cream of the crop, why am I rejecting 75% of them for not being strong enough to freaking carry their gear? Personally, I don't think this is that much of a problem, and changing it would really break some of the XCOM feel. It's not just about equipment-- your soldiers get more badass the longer they've served. If you think Strength rises too fast, put a cap on its growth every mission. Simple as that.
  2. Yeah, and you shouldn't have put your soldiers in that position! Bad commander! Bad!
  3. Personally, I'm thrilled the pre order tiers are going away. I only didn't buy premium because I never scrolled down and failed to realize it was even a thing, so it's nice to know I won't miss out significantly because of it.
  4. This is explicitly untrue, the developer himself said that the changes in Classic were specifically geared towards strategy and forcing the player to change tactics, not extra HP and unbalanced hit chances. See: http://www.gameinformer.com/b/features/archive/2012/10/06/xcom-s-classic-ironman-mode-is-an-even-match-for-its-creator.aspx
  5. The reported dead/missing count from failing to make it to a terror mission in time has no effect on the casualty listing.
  6. Yes, this is quite annoying. I can't make it out to the terror mission without being intercepted, so I can't get to it at all. Poor Australia.
  7. I can confirm this bug; it happens with any unit that is injured or killed in action. Here's how you should be able to do it: 1) Shoot down two UFOs simultaneously. 2) Send the Skyranger out to one crash site, complete the mission with at least one death. 3) Send the Skyranger out to the second crash site. All of your dead soldiers are now alive again (though with empty inventories), your vehicles will be fine and ready for combat again, and once you return to base all casualties will be updated to the second mission. Any deaths or injuries in the first mission will be erased and never updated. It seems to me that the game does not fully update the condition of your soldiers until they return to base, though it's a bit of a puzzler why resurrected soldiers will have no items.
  8. Frankly, anything you do will look a bit weird. Gaud's solution reduces the disorienting effect of the lack of walls somewhat, and makes the interior of the UFO more interesting since you can see everything, while still keeping it simple and easy to implement. The latest suggestions in this thread are more cohesive, visually impressive, and true to the feel of original X-COM. My two cents, anyway.
  9. I take issue with this kind of attitude. It's the kind I see sarcastic sycophants pulling out all the time, especially when they're defending some failure on the part of a free game or its development team. You're hardly on the dev team either, are you? Then shut up. Personally, I can hardly even decrypt the OP, so I'm not sure how you're getting this sense of entitlement from it; it seems perfectly reasonable to me. Obviously it's good that Chris is so transparent about the goings-on of development, but deadlines are deadlines. A goal was promised and not achieved. People will complain; and for good reason. Chris runs this game company like a business; therefore, it is unprofessional when he misses deadlines, and he will garner complaints. We all paid for this game, there's no reason we should be forced to keep mum about things we take issue with, out of some faux respect for the devs. They are all big strong grown men, they get paid to do this, they can take a little heat. It hardly means that we love and care about the game any less, we are just expressing our understandable frustrations. Chris can find enthusiasm and support anywhere he turns, he won't be damaged by a single complaint by a paying customer. Looking forward to the new version; I haven't bothered reporting any bugs because I figured anything I could find within the first few hours of play has probably already been ticketed to death.
  10. Personally, I put it at 0.4 before I started playing, and the difference is quite easily apparent. However, the devs easily give you the ability to customize it to whatever works for you.
  11. While a gray icon would be nice, it seems to me that zzz1010's suggestion would solve the problem. Just turn down the 0.6 to 0.4 or 0.2, and the difference should be more apparent.
  12. Apologies if something like this has already been posted or suggested, I didn't see it in the FAQ. It would be nice if there were an option to upgrade your preorder to Premium. My reasons for this are threefold: Premium preorders aren't mentioned except on the preorder page, and even then below the Standard preorder, so it's entirely possible for people (like me) to miss them. People may not feel they have the money to shoot for Premium, but may still want to get it in the future. It's more money for Goldhawk! You could even bump the price above the regular gap; paying $5 extra would be better than paying another $30 and having the $20 you spent on your standard preorder wasted. Thanks in advance for any response.
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