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Attention Horse
Jan 5, 2012

Yo man, you are out of step with Imhotep!

Speedball posted:

Wow, this actually looks cool. I like the giant robot, too.

Firaxis also liked the giant robot, it pops up on some concept art.



Can't wait for the inevitable giant robot in the second XCOM expansion next year then.

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Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I think the Sectapods were supposed to be that giant, but they couldn't get it to work well in-engine. In fact, didn't one of the early trailers have a huge Sectapod?

Blarghalt
May 19, 2010

Speedball posted:

Wow, this actually looks cool. I like the giant robot, too.

I'm guessing that was the original design for the Sectopod.

Attention Horse
Jan 5, 2012

Yo man, you are out of step with Imhotep!
This is pretty much an early version of the Seeker. It would eat your soldiers and ran away with them, and you would have to kill it before your soldier would be completely consumed.

Blarghalt
May 19, 2010

Attention Horse posted:

This is pretty much an early version of the Seeker. It would eat your soldiers and ran away with them, and you would have to kill it before your soldier would be completely consumed.



Now now, we can't have Seekers actually being threats. :v:

Collateral Damage
Jun 13, 2009

I for one am glad that Firaxis got rid of time units.

Speedball
Apr 15, 2008

If the game was more like Rainbow Six With Aliens I would totally love to have a good breaching move like that…hell I'd like it in the current game as-is. Open the door and plug the alien in the room before he has a chance to scramble for cover like they usually do.

Blarghalt
May 19, 2010

So doing a bit of digging, that giant robot in the prototype trailer was indeed an early Sectopod design.

quiggy
Aug 7, 2010

[in Russian] Oof.


Collateral Damage posted:

I for one am glad that Firaxis got rid of time units.

Agreed. While the original X-Com is still a fantastic game the inclusion of time units makes it much harder to think tactically. Since EU/EW are trying to be much more strategically-minded on the battlescape the two action system works much better.

Warmachine
Jan 30, 2012



Speedball posted:

If the game was more like Rainbow Six With Aliens I would totally love to have a good breaching move like that…hell I'd like it in the current game as-is. Open the door and plug the alien in the room before he has a chance to scramble for cover like they usually do.

Couldn't you get the effect by having two guys stack up on either side of the door, over watch one, and open the door with the other?

Sapozhnik
Jan 2, 2005

Nap Ghost
ehh, that sectopod looks very bioshock to me, it might work within The Bureau but not EU

the final sectopod design is fine, although it looks too cute to be scary (it's the big round eyes with blinking eyelids :3: )

also the "cinematic" one looks like a graphically snazzier and tactically shallower version of the current game more or less, except with auto-suppression as an alternative to auto-scatter by the aliens. units get one action instead of two, and every possible human-human or human-alien interaction has a scripted cutscene. which would get incredibly repetitive and tedious very quickly.

e: i like how the heavy is dual-wielding rocket launchers

Stefan
Jan 2, 2001

RBA Starblade posted:

I wonder if there's anyone out there who has beaten the game on I/I with all second wave options turned on.

*edit* I'm an idiot, I read that as "all wave options turned off"

Stefan fucked around with this message at 22:10 on Nov 26, 2013

Zudrag
Oct 7, 2009

Collateral Damage posted:

I for one am glad that Firaxis got rid of time units.

I think they did a really good job in simplifying a lot of mechanics that felt unnecessary, and improving the gameplay overall. Despite the game's bugs and less-than-ideal modability, their design philosophy is rock solid. Cover felt like it completely fit, they added classes with special abilities and random elements to spice up the tactical fighting element of the game, the game presents most of it's information very easily and readily to the player (If only there was a way to tell if you can shoot an alien from a position before you move) and has multiple ways to play the game and achieve victory as well as crushing defeat. If in the next expansion they make a significant effort to make the game very moddable, and possibly even give modders access to assets and tools that they used to make the game, I can see people playing this game long into the future like the original.

Attention Horse posted:

Firaxis also liked the giant robot, it pops up on some concept art.



Can't wait for the inevitable giant robot in the second XCOM expansion next year then.

Turn based Shadow of the Colossus type fight where soldiers with grappling hooks and Archangel armor climbing onto a giant alien robutt to shoot it in power conduits/exhaust ports to kill it sounds loving amazing, and I wish it was a feasible thing for them to do.

Maybe something like the final Slingshot mission, where you board a giant robot/Bomber UFO as it's rampaging to destroy an important target. You might have a few paths available to you to get to the reactor to set it to blow before doing a run to escape the giant exploding robutt, or goto the control room for a hard fight to take control of the robutt in order to better salvage it. You have a turn limit to stop the robot before it gets to it's destination, and like the bomb mission, you have power conduits and whatnot to disable to add more time to the clock. But there might also be security consoles to open certain locked doors for a path to the control room + more power conduits, but in return you have to fight more dudes/more difficult enemies.

So basically the mission path is two things you could do: Blow up the robot/bomber UFO and get less salvage but it's easier to do, or take the control room in a much harder fight that gets you more rewards. I for one never get fusion cores outside of the Slingshot mission because I never encounter battleships (you have to let a scout land first for one to show up and then the battleship looks for your satellite or something?), and I like the tension of the bomb mission's time limit, so I think this would be fun.

This way you don't have to have the robot actually in the game, and just have it be a level that you're playing in. But, you can still get a pre-rendered cinematic of a giant robot rampaging about, and then another of it blowing up/XCOM painting a giant XCOM logo and "XCOM's big fukkin' robot" on the front. And of course, the crushing defeat of the robot marching on unimpeded to destroy a city, or your soldiers not making it out of the explosion. This mission could also be replayable if you fail to stop the robot, so that players that aren't ready for a council mission can skip it but still encounter it later.

Issue I can see:
-That's a lot of asset creation, programming, and testing
-That might not fit what Firaxis wants the Aliens to do (How would they get a giant rear end robot to Earth? Build it on the planet? Transforming giant UFO?)
-Camera perspective and layout of the mission (How big is it? How are you seeing everything but still getting the impression that you're inside a giant robot? It would probably have to be a flat layout like a UFO, maybe have everything take place in a twisting set of corridors in the largest part of the Robot, on a single Z-level)
-I noticed at the launch of EU that a lot of people really didn't like the bomb missions. I'm not sure if most of these people don't like it because it's a difficult mission, or if they genuinely do not enjoy the difficulty and riskiness imposed on them with a timed mission.
-Horrible game-breaking bugs

Sorry for those who don't like the :words: of dreaming about what could but will never be in the game!

Dr. Video Games 0031
Jul 17, 2004

I feel like most of their attempts at streamlining were successful but the way they streamlined the geoscape was mostly a disaster and the overall strategic metagame needs to be reworked from the ground-up. To this end, I really sincerely hope they don't do another expansion and opt to make a sequel instead.

Blarghalt posted:

Now now, we can't have Seekers actually being threats. :v:

They probably got rid of them because chasing down units that are constantly trying to run away from you is one of the most aggravating things in all of gaming.

Dr. Video Games 0031 fucked around with this message at 22:09 on Nov 26, 2013

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Ahahaha, I've just been dealt maybe the biggest :xcom: of all time. Pushed through an entire Ironman run, made it to the Temple Ship's final room, and there's...nobody there. The room's empty. My squad's kicking back and trying to decide what to do with their new starship.

I'm hoping a save/load will fix it, but right now I feel like Charlie Brown whiffing on the fate-of-all-mankind football. :shepface:

Zudrag
Oct 7, 2009

General Battuta posted:

Ahahaha, I've just been dealt maybe the biggest :xcom: of all time. Pushed through an entire Ironman run, made it to the Temple Ship's final room, and there's...nobody there. The room's empty. My squad's kicking back and trying to decide what to do with their new starship.

I'm hoping a save/load will fix it, but right now I feel like Charlie Brown whiffing on the fate-of-all-mankind football. :shepface:

"Oh did we board the wrong ship? welp."

And then the Earth exploded. The end.

The screen fades to black, only to show:

:xcom:

Dr. Video Games 0031
Jul 17, 2004

I like how :xcom: has just become synonymous with stupid bullshit bugs. Perhaps Jake Solomon's attempt to redefine what XCOM is was too successful. :v:

Speedball
Apr 15, 2008

Serious: what video started the :xcom: meme?

year199X
Oct 9, 2012
Grimey Drawer

Speedball posted:

EDIT: The version where both sides are constantly taking potshots at each other during turns, even if only for cosmetic effect, is interesting too. I'm glad we got what we finally got, but it's neat to see that this was the high concept that lead to that.

At a PAX Panel Jake said originally when your soldiers spotted aliens they would automatically take pot shots at each other during your turn, but they removed that because it got too hard to tell what was going on. It's understandable, considering how suppression works.

coyo7e
Aug 23, 2007

by zen death robot

Dr. Video Games 0031 posted:

I feel like most of their attempts at streamlining were successful but the way they streamlined the geoscape was mostly a disaster and the overall strategic metagame needs to be reworked from the ground-up. To this end, I really sincerely hope they don't do another expansion and opt to make a sequel instead.


They probably got rid of them because chasing down units that are constantly trying to run away from you is one of the most aggravating things in all of gaming.
Not to mention, chasing down those units who're retreating through waves of mutons and crap that you're waking up as you go..!

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

year199X posted:

At a PAX Panel Jake said originally when your soldiers spotted aliens they would automatically take pot shots at each other during your turn, but they removed that because it got too hard to tell what was going on. It's understandable, considering how suppression works.
I still wish it was a togglable option; it's not a big deal but I think it'd be cool.

year199X
Oct 9, 2012
Grimey Drawer
It would definitely make the game look a lot more like the promo trailers. It's like they set up every scene to have everyone using suppression.

animatorZed
Jan 2, 2008
falling down

Speedball posted:

Serious: what video started the :xcom: meme?

I think its just something that Jake said a bunch of times in response to soldiers dying / screwed situations in several live streams and pre-release events and it just kind of caught on.

Ravenfood
Nov 4, 2011

Insert name here posted:

I still wish it was a togglable option; it's not a big deal but I think it'd be cool.
Yeah, I can totally see how it would be really confusing but as a second wave option I think it'd be neat. Locking it away behind a "win classic difficulty" or something would mean that you'd have to at least be passively familiar with the game so it wouldn't be so confusing.

coyo7e
Aug 23, 2007

by zen death robot

animatorZed posted:

I think its just something that Jake said a bunch of times in response to soldiers dying / screwed situations in several live streams and pre-release events and it just kind of caught on.
I mostly remember his weird-rear end gamespot stuff.

Brainamp
Sep 4, 2011

More Zen than Zenyatta

Dr. Video Games 0031 posted:

I like how :xcom: has just become synonymous with stupid bullshit bugs. Perhaps Jake Solomon's attempt to redefine what XCOM is was too successful. :v:

Nah, it still stands for total squad wipe from a rambo sectoid that crit kills one rookie, panicking the rest of the squad into putting up their kill me signs.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

General Battuta posted:

Ahahaha, I've just been dealt maybe the biggest :xcom: of all time. Pushed through an entire Ironman run, made it to the Temple Ship's final room, and there's...nobody there. The room's empty. My squad's kicking back and trying to decide what to do with their new starship.

I'm hoping a save/load will fix it, but right now I feel like Charlie Brown whiffing on the fate-of-all-mankind football. :shepface:

Make sure you do a full sweep back through both sides of the entire ship. A single unkilled alien can cause doors to fail to unlock and other weird scripting bugs.

Dr. Video Games 0031
Jul 17, 2004

Brainamp posted:

Nah, it still stands for total squad wipe from a rambo sectoid that crit kills one rookie, panicking the rest of the squad into putting up their kill me signs.

That pretty much never happened in the original. You never got any crazy one-turn squad wipes or anything except to extremely rare circumstances.

homewrecker
Feb 18, 2010
I thought that when you extract someone (i.e. they're in the evac zone and their player model disappears from the map) then it means they're totally gone but I just had an extracted operative take a reaction shot (triggered by Close Combat Specialist) at an enemy, I thought that was pretty funny. And then the EXALT intel I got from that mission told me that the EXALT base is in a country that you can play in Civilization 5.

RadioDog
May 31, 2005

General Battuta posted:

Ahahaha, I've just been dealt maybe the biggest :xcom: of all time. Pushed through an entire Ironman run, made it to the Temple Ship's final room, and there's...nobody there. The room's empty. My squad's kicking back and trying to decide what to do with their new starship.

I'm hoping a save/load will fix it, but right now I feel like Charlie Brown whiffing on the fate-of-all-mankind football. :shepface:

The Master Ethereal is loving tired of being Mec-Punched off of his pedestal.

thebardyspoon
Jun 30, 2005
Sectopods just aren't that fun to fight in Classic and up are they? Went to a routine UFO landing (thought there'd be something new there since it was an unidentified type) and oh my god, they're just such a slog. Doesn't help that I brought along alot of items that are useless like my arc thrower and some flashbangs. Everything else is dead and I did a couple turns with them without taking a hit and taking maybe half their health bars off but then I started having to back off and now I'm not sure what else to do.

Legendary Ptarmigan
Sep 21, 2007

Need a light?

Zudrag posted:

I think they did a really good job in simplifying a lot of mechanics that felt unnecessary, and improving the gameplay overall. Despite the game's bugs and less-than-ideal modability, their design philosophy is rock solid. Cover felt like it completely fit, they added classes with special abilities and random elements to spice up the tactical fighting element of the game, the game presents most of it's information very easily and readily to the player :words:

Wait a sec, are you saying that the original XCOM didn't have cover? How are you meant to have your dudes not die?

quiggy
Aug 7, 2010

[in Russian] Oof.


So apparently if you're playing a VIP mission, the VIP dies, one of your soldiers is lying bleeding out on the pavement, and you finish the mission by killing all the aliens, the game says they survived at mission end but they die in the skyranger flying back or something.

Just got :xcom:'d out of a promising C/I run :(

quiggy
Aug 7, 2010

[in Russian] Oof.


Legendary Ptarmigan posted:

Wait a sec, are you saying that the original XCOM didn't have cover? How are you meant to have your dudes not die?

It did but the cover system was a lot less transparent and less protective. You weren't supposed to not have dudes die, you were supposed to take acceptable losses. The 12-man squads helped a lot with that. And the tanks.

coyo7e
Aug 23, 2007

by zen death robot

quiggy stardust posted:

So apparently if you're playing a VIP mission, the VIP dies, one of your soldiers is lying bleeding out on the pavement, and you finish the mission by killing all the aliens, the game says they survived at mission end but they die in the skyranger flying back or something.

Just got :xcom:'d out of a promising C/I run :(
Return with your shield, or on it! :hist101:

Paingod556
Nov 8, 2011

Not a problem, sir

Dr. Video Games 0031 posted:

That pretty much never happened in the original. You never got any crazy one-turn squad wipes or anything except to extremely rare circumstances.

This will always be how I see the original (I tried playing it recently, I just can't get my head around how to do anything...)

https://www.youtube.com/watch?v=TAAWU6gSPJA


As for :xcom: I understand it was from one of the late-ish previews, where Jake was walking people through a game. They set up a fairly easy shot on an alien, 'Ok, now he needs to make this, otherwise those rookies are gonna have a bad day...'

Shot misses
Rookie gets hosed
'Welp, that's XCOM'

As an aside, other than in this thread, I've seen 'That's XCOM, baby!' used as a kind of warcry. I don't think those people quite understand the meaning behind the phrase.

Levantine
Feb 14, 2005

GUNDAM!!!

quiggy stardust posted:

It did but the cover system was a lot less transparent and less protective. You weren't supposed to not have dudes die, you were supposed to take acceptable losses. The 12-man squads helped a lot with that. And the tanks.

Yeah, I think squad size makes a real difference. I can't help but protect my teams when there are only 6 in each one. That's few enough I can actually remember their names! The Newfoundland mission forced me to sacrifice an experienced assault and that allowed me to barely scrape by and escape. That was still a hard loss to accept. I hope a later expansion really goes all in with the collateral damage style gameplay of the original - big squads, lots of injuries/deaths; a real meatgrinder.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

quiggy stardust posted:

So apparently if you're playing a VIP mission, the VIP dies, one of your soldiers is lying bleeding out on the pavement, and you finish the mission by killing all the aliens, the game says they survived at mission end but they die in the skyranger flying back or something.

Just got :xcom:'d out of a promising C/I run :(

Yeah, had that happen at one point as well, only it wasn't a VIP mission--I had a guy who was critically wounded at mission end and I hadn't used a medkit on them. I guess the turn counter ticked over between killing the last alien and getting on the skyranger, because he was registered as KIA in the debrief.

fargom
Mar 21, 2007
http://steamcommunity.com/sharedfiles/filedetails/?id=198419090

Mission abort, we're headed home early. :stare: :stare: :stare:

Jesus Christ never go to supply barges. Just. Say. No.

Two sectopods
Four Drones
Two Heavy floaters
Two mutons
Muton Berzerker

All in a 5 foot loving cube.


Edit - holy poo poo a 3rd sectopod group moved in blocking the exit. This is going to get very ugly.

fargom fucked around with this message at 23:23 on Nov 26, 2013

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1337JiveTurkey
Feb 17, 2005

Levantine posted:

Yeah, I think squad size makes a real difference. I can't help but protect my teams when there are only 6 in each one. That's few enough I can actually remember their names! The Newfoundland mission forced me to sacrifice an experienced assault and that allowed me to barely scrape by and escape. That was still a hard loss to accept. I hope a later expansion really goes all in with the collateral damage style gameplay of the original - big squads, lots of injuries/deaths; a real meatgrinder.

The original pretty much forced you into situations where it was almost impossible to avoid taking a loss, even very early on. Medium scouts would have multiple enemies inside their one room, and you couldn't open the door without walking through it and taking all the reaction shots. Generally they're the very first UFO that survived getting shot down and their doors were too narrow for a tank to fit through. Even TFTD's ability to open doors without walking through required standing in front of it which is still suicidal. I really don't want future games to be like that.

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