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Jean-Luc

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Posts posted by Jean-Luc

  1. 21 minutes ago, Chris said:

    I probably phrased that in a slightly misleading way, so I'd best explain - it's not going to be an *exact* copy of Xenonauts 1, just a functioning approximation of how it worked.

     

    I meant aside from X2 or parallel to it rather. Like a re-release of X1 but with applicable X2 features (Unity and 3D assets basically). It's probably not as "easy' as it sounds, it was just a thought. It only came to mind because you mentioned (partially) recreating X1 in unity before implementing/testing X2 specific features so that X1 Unity "skeleton" might be used to make a better (and more moddable) X1 as well. 

  2. 4 hours ago, Chris said:

    Yeah, I hear down the grapevine that a ~$500k Fig campaign is coming shortly. No doubt it'll do well!

    Seems like a "modest" amount, hope he's found enough capital elsewhere. Fig seems a bit risky too. It can work well for famous devs and established brands but the irony here is that while X-Com is well known Gollop's probably not so much and the game is a new IP, no X-Com name to call upon. Maybe he's hoping Fig will draw some actual investors with significant funds. 

  3. Survey results and some thoughts from Gollop. Could also be interesting to other people working on similar games. ;) This is from the newsletter. 

    Quote

     

    zv9dow.jpg

    Good AI tops the poll, and this is slightly, but pleasantly, surprising. For me it is always important, but I also want enemies to have distinct behavioural traits and a bit of unpredictability (i.e. randomness) thrown in.

    A large variety of mission objectives comes second, and this is understandable. This is one of the key mechanisms which can make missions interesting over the long stretch of a campaign. I also want missions to have a meaningful context in the wider, strategic level of the game - and I want them to have their own unique stories. It’s a tall order, but clearly a high priority.

    Fully destructible environments rank 3 in importance. It’s great to know that people still want to blow stuff to bits. I was a little disappointed that in XCOM 2 I could barely raze one building to the ground with a squad of grenadiers. I want to see structures toppled crushing monsters beneath them. I want enemy cover obliterated. I want mass destruction to be a possible strategy - at least in some situations. Bring it on.

    At number 4 the mutation system for the aliens is a key new and unique feature, so I am pleased that this is rated so highly. But, as they say, the devil is in the details. We have a basic system working already and it is already proving interesting. However, we found that it is important to convey visually in some way all the key abilities that an alien may have, and to let the player get used to a certain type before mutation occurs. You will be able to name the alien mutant variants yourself, by the way, which can help with your battle field assessments e.g. the next time you come across ‘vomiting b*****d’ you know not to get too close to it.

    Multi-level terrain at number 5 is a mild surprise, especially given the difficulty of navigating a more vertically complex map. We will have to strike a balance between interesting topology and usability here. Good level design is key.

    For the 6th most important feature It’s great to see value attached to interesting story elements and plot twists - and you can be assured that with the extensive world building we have been doing with our writing team (Jonas and Allen) you will not be disappointed on this score.

    It’s nice to see base defence missions ranked high at number 9. I missed this with the new XCOMs. In Phoenix Point your bases can be attacked by other human factions, not just aliens. Furthermore, the aliens will steal technology from you and other human factions. This should spice things up a bit.

    Pleasantly surprising for me was the desire to have a more detailed economic system. Phoenix Point has some distinct 4X like elements to the strategic side of the game. The human factions gather resources, build structures, establish new havens, build tech and enter into alliances. From the player’s point of view, exploration, resources and diplomacy are important. I am very excited by developments in this part of the game.

    The bottom end of the table reveals that you clearly want the focus to be on a PC based, single player experience. It would definitely be wise of us to place our limited resources in this direction.

    Finally, thanks for your support - and look out for some major news very soon.

    Julian Gollop

     

    Other news

    We have started a fiction series based on the world of Phoenix Point. Check out our website here:
    http://www.phoenixpoint.info/stories/


    Follow discussion of the game in our subreddit here:
    https://www.reddit.com/r/PhoenixPoint/

    2uomlo6.jpg

     

     

  4. I used to have a thread about it but it seems to have not survived the forum migration.

    In any case there's a bit of news.

     

    A short teaser: https://youtu.be/nA8qUfUd25s

    And a survey to fill out regarding game feature priorities: http://snapshotgames.us11.list-manage.com/track/click?u=a71adf141d46c55f0b2b3724f&id=032f3ad2d3&e=d0b91116bc

     

    Some older links.

    Official site (not much to see but you can subscribe to the newsletter): http://www.phoenixpoint.info/

    Basic early info: https://www.rockpapershotgun.com/tag/phoenix-point/

    Early screenshots and concept art: https://www.vg247.com/2016/06/02/phoenix-point-first-screenshot/

     

  5. Nice to hear.

    You've kinda been having bad luck with "other party" announcements. First XCOM popped up soon after the Xenonauts kickstarter and now Phoenix Point. 

    I do think this next KS will need more of a build up (which you seemed to have planned for) since people aren't as X-Com starved today as they were 3-4 years ago. Having something substantial to show will definitely help be required.

  6. 1 hour ago, Solver said:

    Yeah, I am familiar with that thread :)

    The situation in there is indeed the biggest difficulty change between vanilla and X:CE. Going up teleporters is harder for sure. In the vanilla game, assaulting UFOs became quite simple once you figured out the door open/close thing and how to use teleporters safely. X:CE does make a couple of safe tactics much less safe, adding to the challenge.

     

    I haven't tested the save myself but my concern is that there may in fact exist literally impossible situations (that's what the op claims). 

    Quote

    Again, if you were able to see my savefile, you'd know that the doors to the cockpit are open and broken by Androns, making it possible for Harridans to reaction fire at anybody who appears from the teleporter from long range. This plus the fact that using the teleporter cuts a big chunk of a unit's TU down really hampers its Initiative stats, making it almost impossible to not lose 2-4 troops every single turn with everyone else either suppressed or panicking.

    Difficulty, even in the extreme, is fine (especially on insane difficulty which this was) but absolute gamestoppers should be avoided imo. Or, I dunno, maybe he just should've brought more shields. Or maybe one should just accept non-winnable scenarios and retreat + airstrike? I just don't want an exploit fix to be a game breaking bug (not claiming it's necessarily the case here). 

  7. When everything is extraordinary nothing is. I love the idea of mundane vs. fantastical which is, for example, why I prefer the Imperial Guard to Space Marines in 40k, the idea of "average Joes" facing unspeakable horrors. It creates a strong contrast and a grim, desperate atmosphere which is what an X-Com-like needs imo.

    The lost mission screen for Xenonauts illustrates it best I think.

    LossScreen.jpg

    Makes victory that much sweeter.

  8. It's a pretty good general outline imo.

    Ballistic - readily available, familiar, cost effective

    Laser - high accuracy, economical ammo-wise

    Plasma - AoE, partial cover negation

    MAG's niche imo should be high power and sparsity. While better then everything in almost every way it could, for example, require alloys/elerium just to reload. The idea is that in a team of 6 only like 1 or 2 soldiers can afford to use MAG, it's something you save for your best of the best. That way MAG can be really good without supplanting everything else.

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