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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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# ? Nov 26, 2013 21:08 |
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# ? Jun 7, 2024 16:00 |
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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?
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# ? Nov 26, 2013 21:11 |
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Speedball posted:Wow, this actually looks cool. I like the giant robot, too. I'm guessing that was the original design for the Sectopod.
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# ? Nov 26, 2013 21:13 |
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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.
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# ? Nov 26, 2013 21:16 |
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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.
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# ? Nov 26, 2013 21:18 |
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I for one am glad that Firaxis got rid of time units.
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# ? Nov 26, 2013 21:19 |
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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.
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# ? Nov 26, 2013 21:19 |
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So doing a bit of digging, that giant robot in the prototype trailer was indeed an early Sectopod design.
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# ? Nov 26, 2013 21:27 |
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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.
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# ? Nov 26, 2013 21:28 |
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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?
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# ? Nov 26, 2013 21:30 |
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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 ) 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
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# ? Nov 26, 2013 21:31 |
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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 |
# ? Nov 26, 2013 22:05 |
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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. 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 of dreaming about what could but will never be in the game!
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# ? Nov 26, 2013 22:06 |
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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. 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 |
# ? Nov 26, 2013 22:07 |
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Ahahaha, I've just been dealt maybe the biggest 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.
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# ? Nov 26, 2013 22:08 |
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General Battuta posted:Ahahaha, I've just been dealt maybe the biggest 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. "Oh did we board the wrong ship? welp." And then the Earth exploded. The end. The screen fades to black, only to show:
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# ? Nov 26, 2013 22:11 |
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I like how has just become synonymous with stupid bullshit bugs. Perhaps Jake Solomon's attempt to redefine what XCOM is was too successful.
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# ? Nov 26, 2013 22:13 |
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Serious: what video started the meme?
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# ? Nov 26, 2013 22:15 |
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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.
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# ? Nov 26, 2013 22:18 |
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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.
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# ? Nov 26, 2013 22:19 |
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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.
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# ? Nov 26, 2013 22:24 |
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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.
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# ? Nov 26, 2013 22:26 |
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Speedball posted:Serious: what video started the 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.
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# ? Nov 26, 2013 22:27 |
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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.
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# ? Nov 26, 2013 22:28 |
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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.
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# ? Nov 26, 2013 22:29 |
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Dr. Video Games 0031 posted:I like how has just become synonymous with stupid bullshit bugs. Perhaps Jake Solomon's attempt to redefine what XCOM is was too successful. 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.
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# ? Nov 26, 2013 22:32 |
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General Battuta posted:Ahahaha, I've just been dealt maybe the biggest 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. 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.
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# ? Nov 26, 2013 22:41 |
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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.
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# ? Nov 26, 2013 22:42 |
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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.
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# ? Nov 26, 2013 22:50 |
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General Battuta posted:Ahahaha, I've just been dealt maybe the biggest 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. The Master Ethereal is loving tired of being Mec-Punched off of his pedestal.
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# ? Nov 26, 2013 22:57 |
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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.
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# ? Nov 26, 2013 22:58 |
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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 Wait a sec, are you saying that the original XCOM didn't have cover? How are you meant to have your dudes not die?
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# ? Nov 26, 2013 23:08 |
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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 'd out of a promising C/I run
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# ? Nov 26, 2013 23:09 |
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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.
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# ? Nov 26, 2013 23:11 |
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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.
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# ? Nov 26, 2013 23:13 |
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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 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.
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# ? Nov 26, 2013 23:14 |
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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.
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# ? Nov 26, 2013 23:14 |
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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. 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.
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# ? Nov 26, 2013 23:17 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=198419090 Mission abort, we're headed home early. 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 |
# ? Nov 26, 2013 23:20 |
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# ? Jun 7, 2024 16:00 |
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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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# ? Nov 26, 2013 23:27 |