Simeon said:
Then there was how brainsuckers were like ten billion times more dangerous in turnbased mode...
In RT mode one of your other squaddies would always just shoot it off your head.
Games always seem to end up like that when you try to please everyone.
Adding RT tactical combat mode to X-Com is a bad idea not only for balance reasons, but also because of atmosphere.
I think that suspense and constant danger were an important part of X-Com atmosphere.
Turn Based mode is better for suspense because it limits the players control over the situation - player can issue orders only in his turn and is helpless during the enemy turn.
Also there are the dreaded alien reaction shots...
On the other hand the RTwP mode is the opposite - it is about giving the player a total control over time and his soldiers which allows to pause and issue orders in every situation - it's both unrealistic and bad for suspense.
IMO the only "acceptable" (i.e. one that allows to keep both the realism and suspense) RT combat mode for a tactical game like X-Com would be Close Combat-style combat with AI controlled individual soldiers that can be given orders as an unit.
WraithUV said:
I mean, it was an X-Com game. I *had* to buy it. Mind you, it's as old as Fallout (copyright 1997 on the CD I just looked at), and that was a time when we still had some reason to believe that if a game bore a name we knew and loved, we could expect good things, rather than today's market where developers with vision and creativity are stifled by the corporate giants and their "play it safe" method of releasing tired old carbon-copy crap based on market statistics and playing to the whim of publishers.
Heh
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...
Ironically, X-Com: Ufo Defence had it's literal carbon-copy - X-Com: TftD which was made because Microsoft didn't want to wait for X-Com: Apocalypse
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.
Anyway, X-Com finally got killed off by Microsoft - they bought the i.p. from Julian Gollop and turned it into series of shooters (Interceptor, Enforcer and Alliance).
WraithUV said:
There were good points about Apocalypse, though the bad outweighed the good IMO, and it remains (10 years later) the only X-Com game I've never once played all the way through to completion. I just get fed up long before that point and back in the CD rack it goes for another half-decade or so.
-Wraith
I never finished it too
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.
I liked how the X-Com setting developed - the victory of X-Com in TftD making the Earth uninhabitable.
I liked all that background information - it was pretty well thought out.
The vision of a socialist city-state with brainwashing in education, unified aesthetics, heavily armed police and mighty corporations was pretty creepy.
On the other hand, gameplay and game balance was pretty awful and a lot of features were unimplemented unfinished.
Outside the combat system and crappy damage:
-Organisations couldn't get bankrupt and could be farmed infinitely, while one successful raid meant losing an X-Com base.
-Destroying buildings of organisations meant only a pause in farming and financial losses to corporation, while destroying an X-Com base meant that player lost the building.
-Organisations had an infinite amount of vehicles, soldiers and equipment regardless of their finances.
-Organisations never use any real airforce to attack X-Com bases - only two suicidal hovercars.
-Equipment prices were an absurd - for example a vehicle mounted 40mm autocannon was cheaper than a personal machinegun.
-UFO's interiors weren't damaged by shooting down.
-Damaging UFO's interiors during tactical battles didn't affect what UFO elements were captured.
-Power Armour was presented as a light armour that is weaker than non-powered armour.
-Aliens didn't really interact with civilians or guards in the game. There were no brainsucked guards, no murdered civilians, etc.
-Civilians automagically disappeared when X-Com raided buildings and guards automagically disappeared when X-Com was hunting aliens.
etc, etc, etc.
I was trying to fix it a bit recently - I made damage, and prices make more sense, but after some time I got sucked into Soldat and Close Combat.