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报告翻译问题
Maybe it shouldn't be a fail state. Maybe it should just ramp up difficulty even more.For example a huge robot /nasty mutant/ some sort of special leader/ huge space ship apearing and ♥♥♥♥♥♥♥ with you around and you need to deal with it or the aliens are going to get even more boons. In my opinion the only fail state should be the loss of all territory (base) or the death of all xcom soldiers incl. an empthy recruitment pool.
some of those maps are stupidly large, and some are tiny...both give you 12 turns to get to the target and extract. sometimes requiring you to dash at least 6 full turns to actually make it.
You hear those other voices if your idea would be live?
"Another cheap way to ramp up difficulty because of that timer."
Lucky, there are options to mod out any timer.
Your idea isn't, hard words, any better just different. Your timer would just ramp up the enemy HP with Elite++ mobs, I would easily cheese the global layer, waiting until I have easy missions to progress or famr materials and idle to finish the campaign.
Maybe it's modable to create a boss spawn, theaten to destroy the world. like a gigantic flying alien, half size of earth, and you have to land on it, fight and conquer till you have killed it.
And everything else is somehow implemented even via mods or in the base game.
Enjoy resistance defenses in July/August with a troop of Rookies and equiped ballisitcs. By losing territories (or income) you can't afford any new recruits and embrace a Game Over.
Nasty robots, aliens and ADVENT forces are available via mods. Their "Doom Counter" is your timed progress by reaching certains amount of weeks or months.
The point I tried to make is that there should be something different than just an automatic fail state after x turns. This added difficulty shouldn't be impossible to deal with and I should base upon what you did (or didn't), thats the point. For example:
- Failed to destroy a clone factory? Too bad, until you destroy it there will be x more Aliens per pack.
- You didn't manage to steal some Datapad? Well one of the plasma armory is still hidden somewhere.
- etc.
They could even contain some extra rewards. (Found that plasma armory? Good have some plasma weapons and a resarch boost)
To achieve such complexity it would be nice to have some secondary objectives that aren't easy to achieve. For example: Saved VIP tells mid mission that there is some sciency gear he left behind somewhere etc. You are free to go for it but it's definitely saver just to leave. Further alien logistics should be a thing. A intercepted train should have an influence on ADVENT's capabilities, but increased Resistance activities in a region should also alarm neighbouring zones... I mean I could go on and on adding more layers until it's a resistance simulation...
TLDR --> they need to add more complexity and more decisions to the strategic layer that influence the tactic layer and is influenced by it and not by time.
sorry for my bad english, writing this on the go ;)
actually kid, you're wrong.. and he's right.. sorry for you
having a ramped up difficulty as opposed to a simple timer that leads to what? cheap loss... very cheap to just have a timer that if the game/mission isnt completed in time than you lose... not so cheap to actually have an effect if criteria are not met in that time period.. also much more realistic..
WHY would people just suddenly surrender if the avatar project was completed? these are die hard fighters facing death all the time, protecting EARTH.. and they just give up? cheap.. and lazy..
and whats the problem with that? if someone wants to be silly and do that? so what? but why force other players to "rush 6 turns" as red255 said..? if theres a counter why not make it arbitrary.. or as Fenryr said, make something happen when the timer runs out, dont just have a cheap "you lose" screen..
my brother hates XCOM2 simply due to the large number of missions with turn timers.. its against his play style, being rushed in a turn based game..
some really nice ideas in there. maybe they will add that kind of stuff in later games.. would be a lot more immersive, but also require quite a lot more coding and planning..
Such mods dont exist anymore with LW2...
inb4 "omg thats not official content!" True, but it negates the comment about there being mods for it.
Anyway...
"long war..."
"deadline..."
Contradicting phrases to say the least. People who even defend the feature PROVE my point, by flat out saying "it forces..." Why force people to play with a dead line, they have to constantly manipulate?
Turn counts on Civilization are dumb... turn counts on total war are dumb... timer on diablo 3s campaign story would be dumb... timer on every mission in a FPS game would be dumb... timer on dragon age would be dumb... timer on warcraft would be dumb... timer on terraria would be dumb... timer on minecraft would be dumb...
Am I getting my point across?
There is literally ZERO reasons they couldnt have made this feature optional for the masochists, and let everyone else ACTUALLY partake in a LONG, methodical war of insurgency.
totally man! haha the feels are real!
devs were lazy.. added timers to add difficulty without too much fuss from their side.. annoyed so many people in the process...
That said they just added two new packages to xcom2 steam db and there was a change to something in 'qa branch.' Worth noting that their 'submission' entry changed 4 months ago. in QA testing and development submission is the final part of a project, with all the content in place
and final tweak/fixes being implemented..
https://www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/4/
Doesn't touch on the Avatar timer but, personally, I think they're related. XCOM 2 has a definite campaign story with fixed scenes (from Tutorial to final mission). How good that story is compared to the emergent ones of your own soldiers is another matter. Like in movies a timer counting down adds urgency to that story. If XCOM 2 was solely about the emergent stories, like X-Com, then I'd agree that the Avatar timer should be optional or ot there at all. But one of the key changes Firaxis made with these reboots was adding in that cinematic element, be they the little action cameras in tactical or the larger cinematics or the emphasis on key characters in the fight. And their sweaters.