Wasteland 3 and Torment: Tides of Numenera news

  • Thread starter Thread starter TorontoReign
  • Start date Start date
Did one on the pinball DLC a little while back, but I wanted to try it out before doing another, might do it anyway. The Minecraft DLC I did not know about. I have another post coming up soon with many of these things and more.
 
cannibal gang that eats people for no clearly explained reason doesn't inspire much faith on the storytelling side of things however.

I'm sure there some deep Socratean philosophy behind it in the final game.
 
In an effort to liven things up a bit around here we plan on increasing our news output partly by expanding our content to non-Fallout related stuff, and hopefully with the help of some of you we can Make NMA Great Again, so without further delay we have a wide variety of post apocalyptic goodness in store for you.
That's great!

Also is it possible to join the news team?
 
That's great!

Also is it possible to join the news team?

You are the second one to ask that actually. With Korin AWOL at the moment no one can actually be added to the team, but I will speak to some of the others to see what can be done.
 
You are the second one to ask that actually. With Korin AWOL at the moment no one can actually be added to the team, but I will speak to some of the others to see what can be done.
Cool! Sometimes I spot things that I deem fit to be posted on nma.
 
What is 'too much micromanagement'?

I play the original Xcom still. I have to load out my characters, their inventories, manage the stores, load the layout for my fighters, can manage many bases, handle the cash, can produce and sell things, and with mods I can arrange their layout on the transport and a few other things. I also manage 12 or even 24 odd troops at a time against the same or more aliens.

Apparently, that's 'too much micromanagement' - PreRec played Old Xcom recently, complained about everything, then wussied out to play NuXcom.

I imagine Wasteland to be a bit of the same, though without the bases thing; and may had been a little streamlined for Wasteland 2, though I missed most of the discussions here about it. Now this comes out.

Is that what's 'too much micromanagement' these days?
 
Last edited by a moderator:
What is 'too much micromanagement'?

I play the original Xcom still. I have to load out my characters, their inventories, manage the stores, load the layout for my fighters, can manage many bases, handle the cash, can produce and sell things, and with mods I can arrange their layout on the transport and a few other things. I also manage 12 or even 24 odd troops at a time against the same or more aliens.

Apparently, that's 'too much micromanagement' - PreRec played Old Xcom recently, complained about everything, then wussied out to play NuXcom.

I imagine Wasteland to be a bit of the same, though without the bases thing; and may had been a little streamlined for Wasteland 2, though I missed most of the discussions here about it. Now this comes out.

Is that what's 'too much micromanagement' these days?

There can always be feature creep and over micro management. Which can be made worse by bad UI. (See CK2)

Complexity and heavy micromanagement aren't bad so long as it isn't overwhelming to the player or it ruins the flow of play. If you like the original X-COM play Xenonuats. Its essentially the original just fit more modern looking but with nearly all the complexity of the original. A few simplifications here and there but overall closer to the original than NuXCOM. Enemy Unknown imo is a master piece. Simplified but keeps the spirit of the original intact. Would of liked more complexity and micromanagement but firaxis seems to be allergic to that. XCOM 2 is good, but not as good even with all the new features. XCOM 2 as good as it is feels way too poorly paced. The timed missions are a prime example of that.

I can (and have) re play XCOM: EU a hundred times, I finished XCOM 2 once and could hardly bring myself to finish my re play.

Hope xenonuats 2 is good.
 
at least nuXcom have proper cover and flanking system, and make you feel losing a soldier is such a big deal. Openxcom have no cover system while the xenonaut one is buggy. Though AP system is clearly superior than 2 point action.
 
at least nuXcom have proper cover and flanking system, and make you feel losing a soldier is such a big deal. Openxcom have no cover system while the xenonaut one is buggy. Though AP system is clearly superior than 2 point action.

No cover system?

You crouch behind a solid object, or behind a solid wall. That's the cover system.
 
About micromanagement, in the Roguelike scene a lot of devs are trying to mimic FTL:Faster Than Light.
It's mming the game, really. While the design is simple at first, shown by the first ship layout A; laser can be dodged and shield bubbles stop a single projectile and beams completely (unless they pierce), but Missiles are only dodgeable (or stopped by PD Drones) but takes ammo.
The Reactor Power can be moved around your systems for things like taking away your medbay and Life Support (O2) to power up Shields, Engines, Weapons or secondary systems. If you face a Beam-only ship, you only need a Shield. Only projectiles? You can boost Engines and use Cloaking for a big Evasion bonus.
If all crew dies it's as game over as the ship exploding, so you must manage your little guys too. While you can purchase or come with a Clone Bay, it only heals on jump so it consists in crew dying over and over, they lose Experience in the levels they get from Manning the main Systems, Repairing or in Combat. Oh, you can board enemy ships with a Teleporter in order to murder its crew for better profit than blowing them up. But different races have different quirks so the Lanius, who drain Oxigen, aren't very social with your non-Lanii crew, the Rockmen are slow and tanky, and Mantis are awesome but repair damaged systems at like 0.5x speed wile the dedicated race for that, Engi, did at 1.5x.
Unless their Drone system, Oxigen, Med/Clonebay or even Doors are capped by fire, Ion or plain destroyed, they'll have a hard time.
It also has a loooot more things to think about while not making you crazy. It's Real Tome with Pause, but not in the PoE way of little text describing an epic battle but in the sense of pausing when you have a Glaive Beam (pierces two shields and deals 4 Hull damage) is about to fire and you going bananas on thinking what to do. Send Boarders? Destroy it first? Launch a missile? Ion it? Make a drone overcharge your shield? Teleport a bomb in there? Cloak to avoid getting fired at entirely? Or just jumping away to avoid losses?

Have I said how much I goddamn love this game?

Also, prefer many times over Fire Emblem and Wasteland 2 (FE best) over XCOM myself. Don't really know, maybe it's becouse it tries to be super cinematic and such whith animated moves EVERY turn, or I can't care about the story, or the characters- oh. No characters but the ones you made and the guys in the menus...
Felt pretty incoherent that I had to build my own base while the UN should have granted a top notch military compound for you to pimp up, but oh well.
Also, goddamn precision. It's not like the other strategy games I like as the characters miss like drunken bar flies BUT they soak up pretty little damage, especially early game. Unless you have the Angel of Death squad of Upgraded Snipers, of course. In FE there's a "rock paper scissors" hierarchy of weapons (Axes>Swords>Spear>Axes, maybe?), precise evasion and critical counters that can be figured out anyway (good luck hitting my max level Rogue, random zombie).
Why do you have to research the alien again in XCOM 2 if you could have, like, looked out the window for all those years? Liked the "you actually lost" concept though.
 
Back
Top