Bluedrake42
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Posts posted by Bluedrake42
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Just played my first hour of the game, and while it is VERY buggy (which is expected, cause its alpha) I really enjoyed the Xcom feel. Not only does Xenonauts retain the same gameplay mechanics that made Xcom great, it expands upon them in ways I felt Xcom lacked and that the community yearned for. Overall I think the Xenonauts team has their finger on the pulse of the Xcom fanbase, and that makes me very happy.
However with that said, there are a few things that I felt were lacking.
First of all weapon management. Early game weapons appear to be infinite, and this really feels off. I really miss the purchase menu of the old Xcom games, and I would like to see a return of that. Xcom was all about base management, and I think taking out resource management of early game items detracts from that.
Secondly, the user interface... and overall layout. A lot of things, such as the combat interface, work beautifully... and are very intuitive. However other things, such as the base menu screens, and even the post-combat analysis screens, are rather clunky and confusing. The menu is nowhere near as graceful as Xcom's, I think a lot could be done to streamline and simplify the base management screen. In addition, after a battle... the analysis said 45,000$ total sales. What do sales have to do with combat? Did I just automatically sell the equipment I recovered or something?
These are really the only two gripes I had about the game, and I understand that its an early build (however that only gives me more reason to voice my concerns now =P) so ultimately all I have to say is good job! and keep up the good work! I think we only have up to go from here =)
First Impressions - Bluedrake42
in Xenonauts General Discussion
Posted · Edited by Bluedrake42
Oh don't get me wrong I understand the lore reasons for having infinite weapons, just from a gameplay standpoint its kindof disappointing =/
like for instance... if you get infinite free weapons... don't you think you would also get infinite free recruits and scientists too? it just kinda messes with the balance
Also I understand the reasons why you auto-sell weapons, but once again, I'd like to have the choice. It would be nice to decide whether you want to use bulky weird weapons, or sell them. IDK from a balance gameplay standpoint, a lot of this stuff is really wonky.
I don't like games that force decisions for you, true keeping alien weapons would probably be a bad idea, but I want to be the one to figure that out and make that choice... not the game.