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  1. I really wanted to support this game because I loved the original Xcom series but don't think I'll like the new one, and want to support indie developers. So far there is quite a bit to like but I'm concerned about the fact that V18 is apparently a beta candidate as I think there is still a hell of a lot to do to make it what it should be, not just leftover bugs but essential game mechanics that look likely to be left out altogether. In my current game I have shot down 12 alien craft, researched the early vehicle, heavy fighter and a couple of alien techs. I started my first game on hard but due to a few game breaking bugs and my own incompetence am currently on easy. As I'm not that far through some of my gripes may turn out to be neutralised by more research (or more updates), but having read through various forum posts I'm concerned and wanted to register my current impressions. I also have to admit that I have little or no idea of how to make some of the improvents I consider neccessary. I also don't feel I've yet seen enough to comment on AI etc. Things I like: Geoscape - looks and feels good, with enough to make it important but not the core of the game. Air combat - I'm pleased that this has been included (so far I suck) and think it's about the right complexity/simplicity balance. I don't feel any need for pilots. Base management - looks nice, interested to see how my first base defence works. Things I don't like: Ground combat - Personally I feel that psionics should have a mid to late game role, I understand that badly implemented they can totally unbalance the whole thing but this is ultimately just a matter if designing them right. For example psi agents could be made slow and physically weak and in need of protection while also having a tendency to catastrophic blowback in some circumstances from using their powers - inexperienced psi agents could trigger booby traps in the minds of some aliens causing soldiers near the psi agent to become stunned, revealed through the fog of war, go beserk or suffer other deleterious effects. This would leave the player with the conundrum of a fragile unit that needs protection from a distance. Fair enough if the dev team have concluded that psi powers should not have a role in order to focus on the combat, but this leads me to my biggest gripe as the rest of combat is either bady bugged or seriously substandard. My current save is at the start of my second terror mission (I made it through the first one by saving every turn and many reloads), this time around my dropship has landed such that 4 (I think) aliens are visible by the time my troops have stepped out the doors and many more seem able to shoot me due to the nearby ones acting as spotters, or over long alien LOS/tendency to shoot through objects. This means that even when I tested what would happen if my troops cowered in the relative shelter of the chinook one had died and another was critical after the first alien turn. When I took a more traditional tactic of fanning out to the nearest points of mutually supportive cover I managed to take out one alien but 3 of my 8 troops died on the first alien turn, most of them due to fire from the still FOW enemies. I want the game to be hard but this is on easy. Apparently the inability of troops to take cover at and fire from corners is unlikely to be changed - this is absurd, given that cover is at the core of the game, I can't find it now but I read a post suggesting that calculating LOS from each corner of tile A to each corner of tile B might resolve this. Equally absurd is the fact that all maps are flat. Not that I have personal experience of a combat zone but surely varied terrain is fundamental to a game based around different teams shooting each other with guns. Grenades are still broken but I appreciate that this will be fixed. I get the impression that weapon variety may be limited to tiers (ballistic, laser, plasma etc) of more effective but otherwise functionally identical choices i.e shotgun type with short range and poor accuracy but high power, sniper type with long range and good accuracy but low fire rate. I am hoping that further research will prove me wrong and lead to more variety, such as mines, flamethrowers, grenade launchers and something to reveal distant areas like binoculars or aerial surveillance. Suggestions (some of which may render others unnessecary): - Cover at corners. - Variable terrain. - More cover. - less accurate aliens or tougher troops. - more map variation. - flares on night missions should illuminate more ground. - More plausible missed shot trajectories - a shot from near point blank range should not miss by a full 45 degrees. Suggestions for geoscape: - Governments could interact more than I've seen so far with Xenonauts and each other. - A bit more starter cash, lower costs, more forgiving governments, or a slightly slower ticker - I only have one base so far and already two cities have been nuked as dropships from my mid east base (chosen as a base there covers all its own region plus significant chunks of several others, base 2 will likely be Central America for similar reasons) just couldn't get to S America or New Zealand in time. I want to like this game and I'm sure a lots of hard work has gone in already but bugs aside there are still several deficiencies, that if left unremedied will lead to me giving up and feeling glad I only paid standard pre order. Please don't make excuses about the engine not permitting varied terrain or over features fundamental to a game such as this one. I'm sure it's true but it simply means a poor choice of engine was made in the first place Platypus
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