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Section Z posted:OG X-Com one of the first things you can research is infinite ammo no reloads needed laser weaponry, and even the laser pistol has full auto If I remember right OG Sectopods were weak to lasers and resistant to plasma just to make that extra special. Yeah, old X-Com had a lot of mechanics to make things less inconvenient that people don't talk about as much when trying to make a game "old school". And sometimes mechanics that sucked made for good stories. Like, one time in a run, I bought a top of the line tank moved it to my unlucky second base to let the troops build some experience, felt pretty good... and then it exploded the second it rolled off the ramp to the first enemy that saw it. Great for talking about later, but the kind of thing that you would want to catch in testing since losing a massive investment with no way to prevent it is kind of lovely for the player's ability to make informed choices. (I mean, I can't complain, since that same run my first soldier in the roster was a legitimate immortal, but still. I'd been expecting a lot from that hovertank, you know?)
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# ¿ Dec 7, 2020 10:27 |
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# ¿ May 18, 2024 20:12 |
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Psycho Landlord posted:This is a good post I agree with but it's also really funny because you didn't describe any xcom games, you described the xenonauts tech progression. XCOMs all top out at T3 I mean, there's the plasma sniper and the Alloy Cannon in Enemy Unknown, the toxigun in Apocalypse, the fusion missiles, the Blaster Launcher in Enemy Unknown, the power armor in the original... Even the psi-amp, while it mimics alien abilities, is human technology, allowing you to outperform the aliens at their own game.
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# ¿ Aug 7, 2021 20:41 |
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Psycho Landlord posted:Wasn't power armor just reverse engineered from Muton gear? Nope. You can build it in the original without ever meeting a Muton, and unlike Mutons, it's fireproof.
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# ¿ Aug 7, 2021 20:59 |