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Charon

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Coming from here:

https://steamcommunity.com/app/223830/discussions/0/3466109393877511518/

In a weird way it feels a lot less usefull than Firaxis XCOM. The reason for that is that in Firaxis XCOM the entity overwatching has the advantage, since it can shoot first. This matters because of who dies first.
In Xenonauts if you are moving at all, you already spent TU to lower your initiative score. In the aliens turn they get their full TUs, and will almost always more likely have more initiative than any Xenonaut soldier that spent any TUs on anything. Imagine 2 equal entities with a certain distance from each other. They are out of firing range, but could move into range, but that would mean spending TUs on moving, instead of firing. Everything else being equal the entity that moves first is statistically loosing the engagement, because some of the action was spent on moving, instead of firing.
Obviously you could shoot back after being shot upon, but the lethality of the weapons makes that an statistically unlikely behaviour.
All of this combined puts a lot of stress on knowing where and how close your opponents are, making the best tactic to stay out of sight, and to know where your enemies are. And given the lethality of most weapons its usually the first to shoot wins. This makes most situations very, very campy, and very realistic, as military tactics is first and foremost about information.

Here is another example. Lets say you have the chance to cover a door, but you would need to spend TUs in order to move into position. However, since you spent some TUs to move into position you cant effectly cover the door, the aliens pops out with full TUs, you have the lower initiative score, and get blasted. Most of what the game is about is to play hide and seek, and gather information about potential threads. It however nullifies everything that falls under the term positional advantage, offensively speaking. The best defensively positional advantage you can get is to not spent TUs. All of this gives the benefit to the defensively playing side, and makes the game a slow crawl.

META is to play hide and seek, take risk/reward chances to uncover information, and be in the right spot to punish it. Overwatch offensively however, is mostly never worth the risk, exactly because of the initiative formula.

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21 hours ago, Charon said:

It however nullifies everything that falls under the term positional advantage, offensively speaking. The best defensively positional advantage you can get is to not spent TUs. All of this gives the benefit to the defensively playing side, and makes the game a slow crawl.

In a game where the range of visibility of soldiers slightly exceeds the distance between the walls of your apartment, it is very difficult to realize a positional advantage. In fact, it lies in the fact that you hid behind some kind of shelter, which significantly reduces the likelihood of hitting you.

The positional advantage is that all my 16 soldiers can hit any target (enemy) that appears in the field of view of even one of them. And the enemy can hit only one target, and even that is not the most convenient for him, because the rest of my soldiers remain invisible to him.

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