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I mean farcry has primal, why not xcom.
Unless the aliens were these guys, of course:
https://www.youtube.com/watch?v=xACbVe7o9Rs
Options in story would be to take back Earth properly, then launch an attack to maybe moon bases/motherships in space, setting the scene for XCOM 4.. Should have multiple bases, which regularly get attacked just like retaliation missions. Only the soldiers available that are stationed there can defend it, but add reinforcements after a set period, or completion of an objective. So you could literally lose a third, or half your roster in one hit if not managed right. Of course lose all your bases and its game over. These would have to be challenging missions, and give a real bite even late game. Just as with variety of maps, bases need to be varied depending on location and in a different campaign, not identical. Similar is fine, but gets stale being the same. Enemy bases, strongholds same applies.
I'd like to see Veteran soldiers be able to reappear in multiple campaigns, gaining some kind of bonus each successful playthrough. If the game was challenging enough, you might have to do say x3 campaigns to level your roster up to be strong enough to face some extra boss/es at the end, or an extra portal to alien world etc. Certainly the game needs to throw in enemy units in the late game to really challenge, and be sure to lose good soldiers, and even to lose the entire campaign.
The story is very important, so cinematics need to be on point. The ending in XCOM was both exciting and emotional, no.2 wasn't so much lol. Add a lot of dialogue, keeping it fresh. You could venture in multiple story arcs to arrive at different endings. Maybe perhaps 3 endings, then once all complete you then can proceed in a fourth campaign to wrap it up with the real top boss.. (utilising veteran soldiers). Mix that up with truly random maps each time, you'd have game of the decade award!
Meld.. I miss leaping tall buildings in a single bound.
Archangel Armor
Would like to see reinforcemnts for XCOM Maybe once a month or so spend x amount of resources to bring in a squad to help finish a hard mission.
Better sytem of shooting down enemy UFO engagements.
More signifiance on capture or kill missions.
Striking a balance between simply repeating the same game with new baddies or making a radical change is going to be very difficult. The original XCOM franchise was more or less killed off by XCOM: Apocalypse ("Sim City meets XCOM") and the game with space fighter combat, I can't even remember what it was called. And of course The Bureau. There's a parallel universe in which The Bureau was the last ever XCOM game, ever.
I've always liked the idea of a much more hardcore, realistic XCOM that borrows a lot from the likes of Combat Mission. With mortars, armoured vehicles, instant kills, but a less advanced alien threat. Do they even make military strategy games any more? From my point of view one the key things that makes XCOM appealing is that it's not straightforward sci-fi; your development tree begins in something that resembles the real world, and it's not until the end of the game that you're fielding psionic robots with invisible armour.
Yeah.
I propose a different action point / movement system. Units will have 3 action points. When a unit moves, they will covert an action point in to movement points. Each movement point lets them move one space. As long as they have movement points they can move without using action points. Most other actions will zero out there movement points. Assult rifles, shotguns and light machine guns cost 2 points to fire. Pistols and smgs cost a single point to fire. Sniper rifles cost 3 points to fire. There would be no limit on how many times a weapon can be fired per turn.
Weapons would no longer be simple upgrades. Conventional, magnetic and alloy weapons would work a lot like xcom 2's weapons, with customization and standard reloading. Although light machine guns would cost 2 points to reload. Laser, emp and plasma weapons would not need reloaded. Instead they would heat up as used and cool a one unit each turn. Psi weapons would have unlimited ammo and would generate a charge with each hit. At full charge they could use a special attack with would drain all the charges.
Armor would bring back the enemy unknown armors with new abilities. The titan armor would allow the unit wearing it to act as cover and would have a shield which could be deployed for cover. The ghost armor would allow the unit to regain concealment. The archangel armor would not let the user fly but they could do jumps that don't trigger overwatchs and could launch a user into the air for better angles when aiming. The psi armor would offer some passive psi abilities like fortress, solace and sustain.
There would still be 4 classes. The heavy would work alot like the heavy in enemy unknown. It would have a light machine gun and a special heavy weapon, like a rocket launcher, a flame thrower or shredder cannon. The specialist will use shotguns, assault rifles or smgs and have a drone. The marksmen will still use a sniper rifle and a pistol. The assult will not use a special secondary weapon. Instead they will equip two main weapons. They can use shotguns, assault rifles and smgs. The psi operative will have a psi blade that will work like other psi weapons, building a charge and having a special attack that uses all the charge. The real big change with the classes would be how they gain abilities. Leveling up would only improve base stats. Instead the unit would have to train for new skills. The more skills the unit has the longer it takes to train new skills but the higher the rank the faster they can train. Several skills would be common and basic shoulders could get some limited psi training to allow them to use psi weapons and armor or get other passives. Cybernetics would also be available but they would block out psi training.
Bases building would no longer be an ant farm. Room layouts would be randomized but the number of rooms would not. You would be able to fill in the rooms however you want. The aliens would be able to find your base and attack it. Your performance during the missions would determine how often this happens. If the player takes too many turns or captures a unit, they will get closer to finding your base. You can avoid this by moving your base but this will be costly and you will have to have already found other bases. These bases would have some limited use while not serving as your main base. Intercpters could be stored there, radars could be set up. The intercpters would be used to prevent enemy reinforcements from showing up during missions. The player would also be managing multiple troop transports to send squads to the missions. These transports would have weapons that could be used for support during the missions.
TFTD was pretty much the same as Enemy Unknown.
I am really interested to see what the third installemnt of this series does.
Actually not really. While XCOM 3 is nice, anytime within the next year would be a poor time to make/release a new XCOM.
Remember this spring or summer, is when Pheonix Point is supposed to comes out. Thus any Firaxis XCOM, coming out 6 months to a year either direction, would be directly competing with a game, made by the creator of the original XCOM. Its just the wrong time, to be talking about the next XCOM.
Not that there wouldn't be some hype for a new XCOM, but most of the hype train for a new XCOM (particularly old school XCOM fans), is allready on another track.
So not all of us would be "very" hyped. Would have to be slight or mild hype, until after Phoenix Point, for many cases.