Cyberarmy
Love fool
snip
Welcome!
And remember, we will be WATCHING!
Joking aside, thank you for your great work in Xenonauts.
snip
I'd also not be too down on Pathfinders (or whatever it ends up being called) just because of the 2-move system;
http://www.goldhawkinteractive.com/forums/showthread.php/12601-Our-Next-Big-Game-Pathfinders-(Working-Title)Goldhawk's blog thingie said:Because the survival rates are so low, the Core planets have authorised cloning technology for the Pathfinders. All Pathfinders are gene-sequenced before they begin training and anyone killed during service is replaced with a fresh copy within a few hours - but there can only ever be one at a time (cloning is highly controlled technology in the Core planets). The ramifications of this in terms of military strategy and the consequences for the individuals in the Pathfinders drives much of the narrative.
...and units can have much more fun special abilities, as you'll probably have noticed that XCOM had more interesting soldier level-ups than the incremental increases in Xenonauts.
2 move system is fine if you actually need to make the game faster paced because you are controlling a squad of twenty guys individually. Original Xcom for all it's qualities was a bit tedious controlling 14 recruits you crammed into the starranger and later up to 24.
All I ask is you give us a chance!
I'd wait till the project is officially announced before you make your minds up
While sensible, is probably a bad idea in a place full of people that have been burned too many times over the years by trusting devs saying that who ended up just trying to gain time and avoid/delay a shitstorm while making a game they knew would piss off their fans.hopefully we've proved ourselves enough with Xenonauts that you'll give us the benefit of the doubt here
Meh, I'd argue that the 2-action system wasn't really what led to XCOM having limited tactical depth.
...
What allows JA2 to be a more engaging tactical game is the interesting mercs and the more freeform mission structure.
Meh, I'd argue that the 2-action system wasn't really what led to XCOM having limited tactical depth.
...
What allows JA2 to be a more engaging tactical game is the interesting mercs and the more freeform mission structure.
No, it's both of these things that make JA2 a superior tactical game. Giving player options in a squad tactical game is a good thing, taking control away from the player is a bad thing. I can not tell how many times I have been pissed at this lack of control in the new-XCOM. I want to fire and then move / retreat? Can't do that. I don't want the entire squad to waste their reaction fire on the first bloody enemy that moves, leaving me helpless against the next one? Can't do that. Why? Fucking streamlining, that's why.
of RPG Codex.Thanks for being civil; this has been a more pleasant experience than visiting the Steam forums.
Sounds sorta like a tu system where the tu's are just hidden from the playerTwo useful examples because neither are actually symptom of a 2-action system, they're just symptoms of how Firaxis implemented it. The 2-action system that's in our prototype allows you to use your full move action in multiple smaller ones so you can move >> move >> shoot >> move if you want, provided you don't exceed the total number of tiles permitted from a "short move" action (if you go into "long move" territory, you lose your Fire action). And units have Initiative scores that control the order of reaction fire resolution, including allowing you to use your own Fire action before being reaction fired at if your own Intiative is higher than that of the guy on overwatch. But Overwatch is still an action that consumes your Fire action and so the updated mechanics still fit neatly into a 2-action system.
of RPG Codex.Thanks for being civil; this has been a more pleasant experience than visiting the Steam forums.