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KickStarter Phoenix Point - the new game from X-COM creator Julian Gollop

PanteraNera

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tEMryBH.jpg


Is this an official confirmation of multiple shots per turn, UnstableVoltage?

To be more precise, this can mean three things:
- the original system that allowed move-shot + an additional shot with spending willpower points
- or the system they are testing that allows shot-shot
- or that there are skills that enable you to do another shot

He just confirmed that it is possible to fire multiple times.
 

ArchAngel

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I think how Xenonauts did it with right click adding more TU to your shot in exchange for more accurate shot is how it should be done.
"It doesn't matter if a cat is black or white; as long as it catches mice, it's a good cat" . The only thing I really care about is that the hybrid tactical system becomes "TU à la X-Com + Will Points" from "2 potential actions + Will Points".
With new Xcom like games the presentation is as important as the game itself. Most of the simplifications of Xcom were due to not being able to keep it both slick and complex. When you check out some of the videos of their previous versions you can see they had a better game there (by codex standard).
It seems PP is kind of following same principle but are willing to go in the way of complexity more and sacrifice slickness and ease to play more.

So to conclude, in case of PP it matters a lot if the cat is black or white because when customers come into the shop to buy a cat they cannot know how many mice the cat will catch in next 10 years but they can decide on the spot if they want to look at white or black cat running around their house for next 10 years.
 

Shog-goth

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Steve gets a Kidney but I don't even get a tag.
He just confirmed that it is possible to fire multiple times.
I think a clarification from UnstableVoltage is necessary, at this point.

So to conclude, in case of PP it matters a lot if the cat is black or white because when customers come into the shop to buy a cat they cannot know how many mice the cat will catch in next 10 years but they can decide on the spot if they want to look at white or black cat running around their house for next 10 years.
I was talking about TU. I don't care how they are represented (by numbers, colors or whatever else) but I'd like a flexible system that, in one way or another, is similar to X-Com allowing (among other things) basic multiple shots without additional resources like will points.
 

Grotesque

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advanced AI, procedural and random generation, simulated world, destructions, ballistics, etc.
Don't forget swappable helmets.
If the helmets in the game don't give you some sensory enhancements or other abilities, I really don't see the the point of this. It's great that some cash flow in but as quickly it can be squandered if the budget is not kept tight.

They should make an update where they state that because of increased funds they "increased the scope of the game" and the launch date is pushed way back.
 

Grotesque

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- fog of war on tactical map not implemented yet
- damage from falling -2 HP per height level?
- new jericho - uncertain what tier are those armors - nothing final
- mix and match armors, gloves, not only helmets
- soldiers will have 360 degree view
- possible mines in the game
- no plans for aerial interception like in the past games
- unused artwork will still end up in an art book
- color for the UI is not final - maybe changeable through modding
- cybernetic limb for soldiers (New Jericho) and mutated limbs (Anu) - different limbs-different abilities/stats
- no plans for fully mechanical unis (like S.H.I.V.)
- bug report tool built directly into the backer demo
- troop transport can be used for combat on tactical map
 
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Grotesque

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- no plans for aerial interception like in the past games
So, what the "the player in control of the sky" is supposed to mean?

They could say that once again backers filled in the lines with what they imagined during the campaign and that instead they meant that the skies are free from the aliens and thus you can deploy troops by helicopter unchallenged.
 

Viata

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- no plans for aerial interception like in the past games
So, what the "the player in control of the sky" is supposed to mean?

They could say that once again backers filled in the lines with what they imagined during the campaign and that instead they meant that the skies are free from the aliens and thus you can deploy troops by helicopter unchallenged.
I see.
So I hope they have any explanation for why the Pandoravirus can't infect volant animals, specifically fish-eating birds that could eat one of those infected fishes, right?
"The virus acts too fast" or something like that. :roll:
 

Latelistener

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They can probably add it as a part of post-release updates or DLC, if enough people will ask them.
 

Grotesque

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Also they are planning to use the troop carrier as a weapon platform in combat.
Will the APC be static and just lob mortar shells for example?
Because not, this brings a hole lot of new design issues.

Will the number of maximum dropped soldiers in mission will be?
Because the more soldiers there are in a mission, the bigger the APC must be. There must be a believable proportion between the two to not look cartoonish.

Maybe units will be dropped also by air by a gunship with the same role of AC-130 that will also deliver close air support via precision strikes.



The APC in the demo is barely big enough to accommodate four soldiers.
The bigger the APC, the more problematic for map design to support moving a shooting a big APC. Especially in urban environments.

To shoot the APC you must have two soldiers in it or just a driver? Or just one that will fill both roles swapping positions?
Will the APC get only disabled? If destroyed, will you have to bring another one for the soldiers to return to base?
Will the repairs for the APC cost resources and time at the repair shop?
 
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Taka-Haradin puolipeikko

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- soldiers will have 360 degree view

:negative:
Unfortunate, but not surprising when one consider that spastic animation cycle that's been shown so far.

To shoot the APC you must have two soldiers in it or just a driver? Or just one that will fill both roles swapping positions?
If I remember correctly there was lore explanation about AI that allowed those vehicles to operate independently.
 

ArchAngel

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- no plans for aerial interception like in the past games
So, what the "the player in control of the sky" is supposed to mean?

They could say that once again backers filled in the lines with what they imagined during the campaign and that instead they meant that the skies are free from the aliens and thus you can deploy troops by helicopter unchallenged.
This part was clear from the start and was explained as such multiple times. One cannot make a claim it had double meaning, only that they didn't read or listen when they explained this.
 

ArchAngel

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Well in UFO Skyranger could only bring so many soldiers or tanks. PP can balance that by if you bring more troops the troop carrier needs to become so big it can no longer serve the secondary purpose of helping in combat. It becomes a troop carrier only. But if you bring less soldiers you can bring them along in a combat ready vehicle.

But it does present a problem of what happens if your transport vehicle gets blown up during combat.
 

PanteraNera

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Also they are planning to use the troop carrier as a weapon platform in combat.
Will the APC be static and just lob mortar shells for example?

flYeHXB.png

m6PQ28c.png


Vehicles will be able to move and shot, that was confirmed way back in February.
JohnAtanasov was talking about what they hadn't been able to finish for the PCGamer Weekender

*edit* also there are no answers to the other questions you asked regarding vehicles.

Armadillo = New Jericho vehicle as seen in the beginning of the PC Gamer Weekender Demo and EGX Demo
 

luinthoron

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Because the more soldiers there are in a mission, the bigger the APC must be.
Why would you assume that all soldiers must fit in it?

The ones to get a ride to the mission location are the ones that are good boys and eat their broccoli?
The rest must walk to the location?
You're still airlifted to the mission location, though, the APC is only a support vehicle. Driving through the mist is not advisable.
 

Shog-goth

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Steve gets a Kidney but I don't even get a tag.
mix and match armors, gloves, not only helmets
Julian Gollop said:
There will be configuration of armour. Armour covers different body parts. Different types of armour may cover one or more body parts. You may have a full body suit or partial armour covers which you can mix and match. It allows us to have a lot of flexibility with how armour is constructed and how the player actually uses it.



possible mines in the game
Julian Gollop said:
There will be some sort of proximity mines like in the original X-Com.



no plans for aerial interception like in the past games
Julian Gollop said:
This is a very good question. To be decided. We’re not really sure about an aerial interception system, and if we do put one in, it will be relatively straight-forward. Each faction has different types of vehicles which they use mainly for transport purposes, not aerial battle because the situation in the game is that there are very few airborne vehicles to go around. They are extremely scarce.



no plans for fully mechanical unis (like S.H.I.V.)
Julian Gollop said:
- There will also be smaller robotic devices. Specifically, the New Jericho faction specialises in the creation of robotic fighting units.
- The answer is “sort of” and “a little bit”. So, there will be robotic combat machines available. These will mainly be a specialisation of New Jericho.



troop transport can be used for combat on tactical map
Julian Gollop said:
We have actually get one vehicle sort of half-working in the game at the moment, the New Jericho transport vehicle which is called “The Armadillo”. These vehicles can move quite fast. They have various functions. One is as a troop carrier. They can also be equipped with various armaments and they can drive through terrain and destroy stuff.
 

Grotesque

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no plans for aerial interception like in the past games
Julian Gollop said:
This is a very good question. To be decided. We’re not really sure about an aerial interception system, and if we do put one in, it will be relatively straight-forward. Each faction has different types of vehicles which they use mainly for transport purposes, not aerial battle because the situation in the game is that there are very few airborne vehicles to go around. They are extremely scarce.



no plans for fully mechanical unis (like S.H.I.V.)



There will also be smaller robotic devices. Specifically, the New Jericho faction specialises in the creation of robotic fighting units.
- The answer is “sort of” and “a little bit”. So, there will be robotic combat machines available. These will mainly be a specialisation of New Jericho


so why on the stream it was said otherwise?

You're still airlifted to the mission location, though, the APC is only a support vehicle.

Julian Gollop -Each faction has different types of vehicles which they use mainly for transport purposes

So how the APC gest there?

If it drives to location, you have to send it in advance because it's slower?
These are things a game that wants to be a simulation must answer
 
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Shog-goth

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Steve gets a Kidney but I don't even get a tag.
So how the APC gest there?

If it drives to location, you have to send it in advance because it's slower?
These are things a game that wants to be a simulation must answer
Transport "on" the battlefield, not "to" the battlefield. I think of something like this:

kn487hf.jpg


so why on the stream it was said otherwise?
Dunno. Let's wait for UnstableVoltage.
 
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LESS T_T

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Julian Gollop's upcoming talk at Reboot conference sounds very interesting: http://www.rebootdevelop.hr/RebootDevelop2018_Schedule_prefinal.pdf

Saturday, 21th of April - 11:30-12:30
Time Units vs 2 Action Points - the Raging Controversy (Design)


Jullian Gollop, Snapshot Games

Hope this one will be recorded!

This talk is NOT in livestream schedule: https://www.gamesindustry.biz/artic...boot-develops-best-talks-on-gamesindustry-biz

:negative:

Also the time has changed to 15:00-16:00.
 

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