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This is probably a silly question, but is the new xcom pure turn based or is it a real time with (auto)pause system? It simply didn't seem to always run as a turned based game. For example, overwatch fire seems to run in real time with all units firing simultaneously and the enemy seem to move in real time when they are sighted. I've also, on rare occasions, had enemy take two, sometimes three moves in real time once sighted (dispersal doesn't trigger on first sighting so the enemy move once, then they get the triggered sighting dispersal then on rare occasion move once more in real time). I read somewhere (will try and find a quote) that the game was in development for 4 years, which seems a rather long development time, and I was wondering if it was originally designed as a real time squad based game but was overhauled to some sort of hybrid system after the reaction to the FPS x-com.

 

I'm probably wrong, but I have little knowledge of programming and was wondering if there is any actual difference between real time with auto pause and turn based.

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As many other turn-based game systems work, there is a sort of simultaneous turn mechanic. Any other visual issues would simply be occasional ambiguous resolution of the result by the graphics engine.

 

Specifically though, overwatch does trigger simultaneously with multiple combatants, such that shots tend to be wasted on the first alien to walk by. However this is logically sound in terms of the game universe so I don't really have a problem with it. It feels that there may be a pseudo-real time element I guess, when resolving which unit is credited with the initial hit, but that'd also be function of range - assuming projectile speed is the same, the closest unit's shot is resolved first. There does seem to be an exception in that sniper's overwatch shots will fire last.

 

Similarly, the animation when spotted aliens scurry away is just , although the justification for it, besides being necessary for game balance, is somewhat questionable. Unrelated, but I do believe there's some dodgy LoS issues reported when dealing with overwatch fire on the aliens initial move. But again, while it feels like real time, any overwatch fire resolution on any of the units are still resolved deterministically, with the variables being, assuming the units move at equal speed, their movement and proximity.

 

The triple move I can't say I've really noticed previously, not saying it doesn't happen but I suspect it's just a case of them being spotted on the final action of your own turn, therefore allowing them to go immediately into their regular double-action after the initial contact.

Edited by Humanoid

L I E S T R O N G
L I V E W R O N G

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Started playing the new XCOM game when it was released and loved the enemies in it. Saw the chrysalids and went oh **** better stay back those things were nasty in the original. Saw the Sectopod thought phew these guys are not to bad if you kill them straight away...................couple dead soldiers later FUUUUUUUUUUUU%#

 

Though have to say after many hair ripping out moments on Ironman I love the game.

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A few gripes... I think the maps are way too small, I miss the freedom of weapon selection of the original and I miss having flares to throw around in the darkness :(

 

That being said, for a "x-com lite", what they did include they included fairly decently. Visuals are nice, sounds are ok (I miss some of the ambience of the original though).

 

Is it a bug or by design that my guys "undress" when they get wounded? It makes it a bit hard keeping track of my inventory of bodyarmours and guns. Also, getting rid of a recruit doesn't seem to reduce the number used of my barracks capacity??? I tried hiring and firing for a while due to a severe shortage of assault guys. A shame you can't pick your specialisation explicitly.

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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It's be design. They will actually reequip those items (if they haven't been put elsewhere) when they are healed up.

Heh, by the time they get out of bed, their equipment has already been redistributed to those still standing :p

 

Damn alloys, always a bottleneck in research and manufacturing.

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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I've never had a problem with running out of weapon fragments for construction. It's those late game research projects than need 50-75 fragments each that rapidly deplete my stock.

 

Also, I much prefer using supports for my stunning duties. They have an easier time closing with the enemy than assaults do thanks to the three space movement bonus from sprinter. And you aren't going to have a support pop up and accidentally blow the head off the enemy you are trying to capture because it moved just a little too close before you could stun it.

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I use my supports in a dual role as "stunners" and medics. That is, those of them that has large enough pockets. Otherwise they serve as medics in the field. Maybe that's why I've only gotten 5 or so research credits so far (I caught a few duplicates along the way). I haven't managed to stun any droids yet, both cyberdisc and sectopods being a bit too nasty when getting close and personal :(

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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I haven't managed to stun any droids yet, both cyberdisc and sectopods being a bit too nasty when getting close and personal :(

 

I lost an entire team trying to stun a disk and a chryssalid - you can't stun them. It only works on the sentient aliens.

Fortune favors the bald.

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I lost an entire team trying to stun a disk and a chryssalid - you can't stun them. It only works on the sentient aliens.

I haven't lost a team, but I did lose a captain (severely wounded, 2hp left, but a good track record of stunning aliens) who was trying to sneak up behind one. Placed just on the other side of the wall so he could reach the cyberdisc next turn. Then the damn thing decided to head the other direction, just past my captain and catch some overwatch fire (from another guy in the background) exploding next to him... R.I.P.

 

yup, not all aliens are stunnable. i use my assaults as stunners and keep the supports as medics mainly because assaults have more survivability in close combat (lightning reflexes is a godsend when trying to close distances)

I love the assault guys, but they seem very rare in my game. Had a total of 3 so far (of which one is dead) and the other two have achieved rank of colonel and lieutenant. I usually send them in as a pair when I need to quickly bring a lot of firepower to bear in an area, like when spotting a sectopod. Running and dodging the first enemy overwatch FTW :)

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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I might just try that. Money isn't tight anymore, like it was in the beginning.

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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I hate going broke on the first of the month, taking all that new council-granted wealth, and catching up on all the crap I coudln't afford through the previous month. It takes a while to get past that risk, but it's fun when you do.

I took this job because I thought you were just a legend. Just a story. A story to scare little kids. But you're the real deal. The demon who dares to challenge God.

So what the hell do you want? Don't seem to me like you're out to make this stinkin' world a better place. Why you gotta kill all my men? Why you gotta kill me?

Nothing personal. It's just revenge.

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I hate going broke on the first of the month, taking all that new council-granted wealth, and catching up on all the crap I coudln't afford through the previous month. It takes a while to get past that risk, but it's fun when you do.

That reminds me of my university years :sweat:

“He who joyfully marches to music in rank and file has already earned my contempt. He has been given a large brain by mistake, since for him the spinal cord would surely suffice.” - Albert Einstein
 

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  • 9 months later...

Good interview/overview of XCOM: Enemy Within:

 

Kind of surprised that Jake Solomon isn't seemingly involved with EW. Then again, after 5+ years working on XCOM, maybe you do need a break.

 

Not sure I like the idea of the "meld" as a resource. Seems kinda gimmicky, in that you are exposing your soldiers to greater risk as a mechanic to discourage deliberate gameplay.

Edited by Leferd

"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

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The Meld resource is more of risk vs reward thingy, and i suspect that unless you are playing classic+/ironman it won;t really change the combat by that much - really normal is not that hard right and you can easily complete whole missions within 6-10 turns (depending on spawns)

 

I am still more interested what changes to the strategy layer they will introduce.

 

I have to admit, that MECs and genetically enhanced soldiers are cool concepts. Same goes for some new weapons (like grenades, etc.), some skill balance changes. I am also interested if the new weapon types, like rail gun, etc will be available for other classes or are they stuck with the ol' classics.

 

I will probably lose a lot of time on that game...

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Playing Classic + Ironman + Second Wave options is the only way to play X-COM.

 

Definitely waiting to hear what they'll add to the strategic layer.

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"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

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