TUs suck. Unless you have very rudimentary commands and abilities, as in the original x-com, you quickly end up with a cluster☺☺☺☺ of commands and numbers which would make it impossible to predict what each soldier can do much less your entire squad in advance.
I think modders will be in for a rude awakening when they add TUs back in, they're going to have to strip out all the cool new abilities and skills to keep it from being overwhelming, and I think they'll end up missing them.
If I get the time, though, perks are probably going to become passive boosts, mostly, just because I feel that makes more sense. I reckon I'll probably only keep the ones that unlock a mechanic (squad sight, for instance) the way they are. I just don't really care for most of the new cooldown ability stuff, especially when it comes to stuff like the rocket launcher - ammo will be back in, too, which will need a proper inventory, happy days. The grappling hook armour's about the only thing I'd accept as a cooldown; it probably has to recharge its compressed air supply or something. Though it could be fun to limit the number of easy spiderman-style position-changes by making it run off cartridges.
Besides, nobody's saying you have to use any mods that might come out.
As far as I can see from articles and the podcast, you can set your troopers weapons and armour at the base, add a couple of ability-items, and that's it. Probably no tweaking in-combat, definitely no picking up dead squadmates' items, probably no ability to pick other things on the battlefield up.Second, solomon has said that the old inventory system from the original is gone, but that doesnt mean there isnt ANY form of managment.
Certainly the geoscape changed, but I think the combat was reasonably faithful and in some ways an improvement.Lastly, there are plenty that would argue that Apoc had very little in common with the original 2.
I'm pretty sure we're good to go on saying there's only one main base with some kind of detection and possibly interception extensions available, and it seems fairly certain from PC Gamer's stuff that the max squad size is 6.With so much not yet confirmed (number of bases, squad size, ect.)
True. I mean, it's not like we haven't seen other games around here get delayed due to reactions. I'm not personally holding my breath, but there's a chance.I think you should hold out on flaming this game before playing it or at least getting a demo. It still in alpha for gods sake. Many games make it to alpha, only to then be pushed back and redesigned. There are still a lot of things that can happen to this game between now and its release.
Actually, Run and Gun just lets you fire after Dashing (ie: after using your "run" ability or moving twice or whatever "Dashing" is when capitalised). Check the first walkthrough article - you can just barely read the description.
I'd still prefer the gun-based shot types with differing numbers available per turn, personally.
I still play MOO 2.
As for our favourite oldschool game genres and types being underrepresented, at least the indies have our backs on that. Oh, and Obsidian are asking what sort of game their fans would like them to Kickstart (though they're not making any promises) after seeing Double Fine get more than four times their asking amount from interested fans, so that's heartening.
Kickstarter is a wonderful concept.
I'd love to see more major publishers (are you reading this, 2K??) go with Kickstarter programs for stuff like remakes, or slightly "niche" genres.
I think with the whole Kickstarter thing Obsidian is at an advantage due to being what I've heard labeled as "Publisher Agnostic". They sell their games via publishers or work with publishers or through publishers or for publishers, but it's more of a commission thing. The attraction of the Kickstarter for them is, and I quote:
I get the impression they've been chafing under publisher-mandated mass-appeal-oriented designs and whatnot.Originally Posted by Chris Avellone
Wasteland, using the same engine as Fallout: New Vegas. Not to mention, Fallout 1 and Fallout 2, rebuilt using that engine.
A new Master of Orion, that isn't the steaming pile of crap that MoO3 turned out to be.
"Stars! Supernova" resurrected.
Yes, a remake of Alpha Centauri ... using some of Civ5's better points (that lovely hexagon based map setup, for example).
A sequel to Master of Magic.
Those're just "off the top of my head". I'm sure I could think of more, with time spent trying to recall the games I loved.
I'd love to see a number of those games make a rebirth into the modern era. Elemental was theoretically supposed to be a spiritual successor to Masters of Magic, but that was a tremendous flop. There are some old Warhammer and 40K turn based strategy games I've got laying around I'd love to see redone, but the rights on those really _would_ be a nightmare. Since I was just tinkering with Alpha Centauri today (wife wanted me to reinstall it on her comp) I was thinking that I'd have really liked a wider array of strategic resources and the newer hex based map system.
wrapping my head around Kickstarter as a funding source for new IP seems a little strange, because then the current EULAs wouldn't make as much sense. Hard to argue that you can only lease the game from the company when you helped fund it... :S
While we're wishing, I'd like a new game kind of like Descent 1/2. Had a massive amount of fun with those games as a kid. Never could get 3 to run properly.
Doesn't really fit to the other games mentioned, but I'd like to see a new Freespace.
GOd I loved that series.
I'd like to see space games reborn in general, not just Star Wars ones. Don't see it happening though.
Never was a big fan of the "I'm a space fighter ace" style games but understand the attraction. Have to agree with the space oriented gaming, but it poses the same problems as the idea of a true X-Com successor (and we can argue all day as to whether this will be or not) There's just so much to put in and get right that is expected of them that it's a very daunting task. And the less abstract they get, the more work there is to do. They represent a style of gaming with a very high degree of complexity and depth even if just in regards to physics. The original X-Com brought a similar degree of complexity out of space and into 'our' world, I think that's part of the reason so many people loved it, and why some of us are rather displeased by the changes.
Funnily enough LucasArts was hiring people with "experience with space combat games", but I'd be putting my money on another Starfighter or Rogue Squadron than a TIE Fighter or X-Wing game.
Mind you, a prequel to TIE focusing on the late Republic/young Empire with all its transitional ships could be cool.
cool but awkward, most of those ships seemed to be absolute beasts or fairly useless if I can recall correctly.
.... they could even make deals, to specifically Star Wars brand various flightsticks, yokes, pedals, thruster controls, etc. Complete with the whole "heavily used" aesthetic, too.
I generally suck at flight sims, but even I would like to see a well-done X-wing style game in the SW universe, using modern tech.
I was thinking... it'd be interesting to have a flight sim with the standard "hardcore" stuff, then add a layer of easy-to-use presets activated via voice-recognition, a-la the side of Kinect I'm most interested in (waving your arms around to do stuff can go hang for most of my favourite genres, as far as I'm concerned, though I can see the appeal for more causal gamers).
I mean, how cool would it be to be able to say "Artoo! Deflectors double-front!" and actually have that happen? Definitely a selling point, and us grognards can have our fine-control keyboard interface, too.
[EDIT]: I would so buy a TIE- or X-wing-style flight control based on the designs from the movies :P
Now picture an X-Wing style game, where you're a squadron or flight leader ... and you can USE VOICE COMMANDS TO DIRECT YOUR WINGMEN AND ASTROMECH. "Blue two, blue three, engage star destroyer left. Blue four, on my wing. R-three, boost forward deflectors" ... and whoosh, Blue 2 & 3 peel off to make a strafing run down the SD's left flank, while Blue 4 moves to provide you with support as you head down the same destroyer's right flank ... and your astromech rebalances your fighter's deflectors to the front.
No keypresses. No menus. No pausing the game to look up what to do on a "quick reference" card that takes a quarter of an hour to decipher. Just tell them what to do, and watch them bloody well DO IT.
Pure. Freakin'. AWESOME.
I tried the voice commands for changing weapons, reloading, and throwing grenades in the Halo Anniversary edition and there was simply too much lag from when I gave a command until it happened for it to be of any real use. I can see using it to direct people, but it's just too slow for things like I already listed.
...though my wife had fun randomly yelling out "GRENADE!" right up until I gave her the stink-eye for almost getting me killed on the last level on the hardest difficulty. And yes the delay is long enough that I could "usually" look in a safe direction from when she said it to before the game actually threw the grenade...usually...
Well, for Halo Anniversary, it would be a patch-on thing. So it might work better in ME3, given that it's being coded in right from the beginning.
Regardless, a well-implemented version of that would be awesome
I liked Logic Factory's Ascendancy, it was such a huge game.