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Running Through Xeno 1, Thoughts of an Idiot

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So with all this talk of what to keep or change about X1 for X2, I figured I'd run through the original to drop some thoughts on what exactly worked for someone from my perspective. For reference, I've always enjoyed the genre, but never could quite get into optimizing everything to perfection. It was the split second, jury-rigged nonsense that always drew me to these games. So, without anything else, some thoughts:

1. I love that the Condor can continue being viable all game if you can get stuff to run into it. It's just satisfying to see out of date things still putting up a fight.

2. While building out better stuff early is awesome, having such a wide range of available standard gear really feels good. grenades and such in particular. Maybe having a monthly cost, instead of per item would be a way to make that happen? Maybe you could pick and choose what you would like to maintain a supply of?

3. While the early game UFO variety is nice, once Corvettes hit, they become repetitive. Then when end game/financial stability hits, there's just little reason to ever go for more than one of each UFO type. I hope new mission variety with raids and such will help make that different.

4. The view cone in XDiv increased vision by about 1-2 tiles or so. This really fixed issues like when you lose 3 people to a reaper because it walked into one tile that you didn't turn around to look at (In this last campaign there was exactly one tile that my head colonel didn't look at. He then got eaten because one reaper made a massive circle around the entire map to hit that one tile next to him. While I respect the dedication of that little bastard, and we still took that lander, it just felt like a downer with no build up. 

5. The Corsair was kinda pointless. As cool as the plane itself is, I'm not sure why it's there. The Marauder came slightly after in most runs, and had well over twice as much of everything. I ultimately kept a fleet of 2 Condors, 9 Foxtrots, and 5 Marauders. Maybe the next version will do better in terms of having a role. 

6. The ultra end-game victory lap weapons and plane are cool, but there didn't seem to be motivation to actually go and grab a second core for the Fury, or the SC. Maybe it's a personal thing, but I kind of just wanted to launch the ending after the 50th wave of landers and battleships breaking up my research time. 

7. It would be awesome to be able to automate the air game somehow. By the end, dealing with all the big ships just becomes more tedious than threatening. I just wished I could assign squads to just swat the flies out of the sky after a while. Maybe if they went for formations instead of swarming? What if they coordinated more?

8. The last mission is awesome. That awesome cathartic feeling of being on the defensive for so long, only to open a door and blow away 4 of their best with a tank is just too good. I did manage to screw up the thing this time, since I forgot that reapers start to spawn after a while. Whoops. Still was awesome though. 

9. It would be cool to see a sort of outtro if your team makes it, something like the ending of the old Pokemon games comes to mind. Yes, it's a weird comparison, but it would be cool to see title cards of the survivors and their stats. 

10. I wish I could give some custom medals, even if they give no stats. 


OK, that's enough jabbering out of me. Just wanted to share. 


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