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翻訳の問題を報告
Pretty sure once you have lost a country its gone for bye bye.
Wish they would have said this before I wasted 5 hours.
I'm about two months into my game and haven't built a single uplink yet. So far no one has abandoned me, no one is even close to abandoning me.
you would think the tactical missions would be the focus, but it isnt, the entire game is far more dependant on how fast you get satelites and interceptors all over the place. Its far more of an effect on the game than your mission performance.
Loosing a game 5 hours in, because of something you couldnt have known in the first 10 minutes is BAD DESIGN
Seriously... that's what XCom is like, and that's what most people love about it. No hand holding, no "you know all the answers from the get-go", it's just you vs aliens and the aliens hold all the cards. I wouldn't have it any other way.
Its poor design in the modern gaming market, and I played the original xcom, and silent storm and UFO aftermath....
Great tactical game, very very very poor strategic one.
But since the tactical doesnt function without the strategic, I have given the game a poor review.
So you're basically saying "decisions now shouldn't have consequences later"??
wat?
wouldn't that make this a great strategic game as opposed to a poor one? please name me any decent game where early decisions have no impact on the mid-late game. the only game that comes to mind is baseball, since you can score infinite runs in an inning. and guess what... baseball sucks.
There should be some leeway during the introduction phase.
Oh well Im done, ive said my piece.
X-Com, the first two installments, leaning toward apocalypse as well. When you lost the support of a nation ( or corporation in apoc ) you would still get alerts to their populace being terrorized and you could respond. When you did so you would get their support back.
Clearly you haven't run into a set of no-win choices in interception options. Having to pick 1 of 3 is a bit much early on and the satellite cap on uplinks is pretty low.