| XCom Enemy Unknown - tactical combat - what do you think?[message #312085]
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Thu, 15 November 2012 09:44
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Odie |
Messages:2
Registered:November 2012 |
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Hi Folks,
My first post on this forum, so let me say hello to the community 
As some of you probably know the new XCom game has recently been released. And I am quite certain some of you have already played it (as I did). Putting aside the entire sci fi game theme and the (lamentable) simplification of the strategic layer and inventory system - what are your impressions as regards workings of the tactical battles which they implemented? How do you feel it compares to other typical solutions such as Action Points, Full Real Time, Real Time with Pause, We-Go?
I have to admit that although it has its limitations and simplifications I find the tactical battles enjoyable.
I mean they are dynamic, flow quite well, I do not have to worry about counting APs for inconsequential tasks. Automatic cover aplication is "quite" believable. What they achieved is a turn based system that somehow gives the impression that it plays real time...
And you cannot do some of the typical APs related exploits such as several characters shooting from the same good spot and enemies not being able to do anything about it.
What I find lacking is that you cannot pick up items from the ground - but that is a game design rather than tactical engine system's design I think.
Also there is less flexibility as regards sequence of actions. Essentially you have two: You can either:
a. move + move,
b. move then shoot/overwatch),
c. shoot/overwatch but not move afterwards (except if you have a special ability you can sometimes do that),
d. shoot once
e. shoot twice (again if you take another special ability),
Some will say that it limits the player's choices and is less flexible than Action Points. Sure it does, but my take on this is that it makes each action more meaningful. And I imagine that XCOm's turns represent very short time chunks.
And it makes things simpler for the AI which can sometimes be quite a challenge in that game...
Personally I would also love to see one day a 3D squad based game which would use a similar system as Frozen Synapse has, i.s. short simultaneous turns with planning phase.
Hope I will not get too much flak for this post as I know that it may be quite a controversial subject...
And yes, I played games such as: original XCOM, Jagged Alliance vanilla + 1.13, Fallout / Fallout Tactics, Silent Storm and what not. and I found all of them enjoyable as well...
I do not care really for full real time / real time with pause as I feel that thay mey play great if you have 2/3 soldiers. But if you have more - then either you lose control of their actions or the game turns into incessant pause / 5 sconds action / pause / 5 seconds action...
Cheers
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Civilian
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| Re: XCom Enemy Unknown - tactical combat - what do you think?[message #312090]
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Thu, 15 November 2012 10:44 
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Odie |
Messages:2
Registered:November 2012 |
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Weapons rebalance,hmmm... I'll ned to check it out... I played the AfterSHock but w/o the mod and did not care too much about the game.
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Civilian
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| Re: XCom Enemy Unknown - tactical combat - what do you think?[message #313132]
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Sun, 16 December 2012 02:32
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jkjkhardcore |
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Messages:24
Registered:February 2008 Location: new york usa |
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Lol i just posted a topic about x-com, I played aftershock too, without the weapons rebalanced, it really wasn't my thing. Too slow for rts tbh I liked the 2nd one where you control a city (before aftershock). That one had flying motorcycles and that wierd cult, also you could switch between rts and turn-based mode.
Do you think they could add weapon attachments like they do in JA2 to x-com? and scene trigger events?
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Private 1st Class
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