XCOM 2
Connatic Feb 17, 2016 @ 8:10am
No Satilites/Funding Game Play in XCOM 2?
I was thinking of getting but I had one question about the gameplay I wanted to be sure about.

The one thing that bugged me about the first XCOM, was the need to keep the panic down in all of the countries to maintain support for XCOM. I understood it was meant to keep the game moving, but kinda made salitlies the top prioirty, and made early loses almost too punishing during the early game. Especially in the harder difficutlty levels.

Is there any kind of creepying failure state that chases you in XCOM 2 like in the orginal? If so is it as bad?
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Showing 1-15 of 15 comments
Wealthy Peasant Feb 17, 2016 @ 8:14am 
There is a single doom tracker of sorts this time. It makes progress every so often and completion means failure, though you will be given opportunities to set it back. In practice, I find it much easier to manage than panic in EU.
Last edited by Wealthy Peasant; Feb 17, 2016 @ 8:14am
Connatic Feb 17, 2016 @ 8:16am 
Originally posted by Wealthy Peasant:
There is a single doom tracker of sorts this time. It makes progress every so often and completion means failure, though you will be given opportunities to set it back. In practice, I find it much easier to manage than panic in EU.


Well that's good. I just felt like the doom tracker in the orginal was so bad, that I felt the need to restart the game after one bad mission or total wipe.
Mosey Feb 17, 2016 @ 8:17am 
Satellites were replaced by radio towers/contacts and the arrays were replaced by radio rooms. Same basic concept with a different flavor/build priority.

The 'panic' system was replaced by retaliation missions from what I can tell, although I have no idea if there are any negative effects from failing one of them.

EDIT:

Oh, and yeah, the Avatar timer might be a closer comparison to panic but it is much easier to manage than panic ever was IMO.
Last edited by Mosey; Feb 17, 2016 @ 8:18am
MrBananaGrabber Feb 17, 2016 @ 8:18am 
It's much better in this game, which is probably one of the few things they improved. However there are plenty of other reasons to not go near this game yet.
Saint Landwalker Feb 17, 2016 @ 8:18am 
There's the AVATAR Project, which holds a similar position to the global panic of EU/EW. However, there are significant differences:

1) It doesn't impact your income in any way.

2) You can reduce it by attacking certain alien facilities (not all of which are story missions). (As opposed to EU/EW, where once a country was gone, it was gone for good, Long War Mod notwithstanding.)

3) There's no need to satellite-rush (or in XCOM 2's case, Resistance-Contact-Rush) in order to prevent the progression of the "failure condition." You may need to expand in a particular direction in order to reach an Alien Facility, but there are other ways to access them. Expansion is always nice, of course.

4) Even if the AVATAR Project counter fills up, you still have a period of time (a Doomsday Clock, if you will) in which to do something in order to counter it and return to non-Doomsday mode.

5) There's no horrible "air game."
drake_hound (Banned) Feb 17, 2016 @ 8:19am 
Eh sattellites are still there but called resistance coms :P
xmd1997 Feb 17, 2016 @ 8:21am 
Originally posted by Connatic:
Originally posted by Wealthy Peasant:
There is a single doom tracker of sorts this time. It makes progress every so often and completion means failure, though you will be given opportunities to set it back. In practice, I find it much easier to manage than panic in EU.


Well that's good. I just felt like the doom tracker in the orginal was so bad, that I felt the need to restart the game after one bad mission or total wipe.
Yea in EU you, you had to build at least 4 arrays and 2 nexus's in order to cover the entire world to prevent panic, in XCOM 2 you just need to build two relays and attack any black-site that pops up and that's it. Also if the doom meter reaches full the game will still give you an additional 14-20 days to bring back down(not to mention the timer restarts it's starting value each time it's triggered). So yeah much more manageable than the first game.
Demon of Razgriz Feb 17, 2016 @ 8:22am 
Originally posted by Tallahassee:
Satellites were replaced by radio towers/contacts and the arrays were replaced by radio rooms. Same basic concept with a different flavor/build priority.

The 'panic' system was replaced by retaliation missions from what I can tell, although I have no idea if there are any negative effects from failing one of them.

EDIT:

Oh, and yeah, the Avatar timer might be a closer comparison to panic but it is much easier to manage than panic ever was IMO.
If you lose a retaliation mission, you lose contact with the resistance in that area and have to recontact them.
drake_hound (Banned) Feb 17, 2016 @ 8:24am 
Originally posted by -SG1-Shadowscall:
Originally posted by Tallahassee:
Satellites were replaced by radio towers/contacts and the arrays were replaced by radio rooms. Same basic concept with a different flavor/build priority.

The 'panic' system was replaced by retaliation missions from what I can tell, although I have no idea if there are any negative effects from failing one of them.

EDIT:

Oh, and yeah, the Avatar timer might be a closer comparison to panic but it is much easier to manage than panic ever was IMO.
If you lose a retaliation mission, you lose contact with the resistance in that area and have to recontact them.

really so I can game over in 1 month time LOL if I lose the first retaliation mission in my own zone :D

Never tried that I need to make a new game to see if the game can be ended before it even start by losing retaliation mission.
Scorrp10 Feb 17, 2016 @ 8:24am 
You still need to build resistance network in a similar manner, to secure your funding, region bonuses and facility access. But it is nothing like EU satellite rush.
In EU, however, once you clamped sats all around and stopped abductions, you could just sit there indefinitely, getting everything just right.

Here, you got Avatar project serving as doomsday clock, and it will keep filling up. You can delay/setback the project via various missions, but eventually it does force you into main storyline/endgame. And yeah, if you play dumb in first months, the project may 'run away' from you with no ability to stop it.
drake_hound (Banned) Feb 17, 2016 @ 8:28am 
But it is funny it is like even new games you need to play certain mission in a order.

Get a engineer get a scientist mission. get rookies scan.
So then a retaliation shows up with first faceless.

So if you lose that one is it a game over ? cause you lose your zone of control ?
d_valroth Feb 17, 2016 @ 8:33am 
I find the Avatar Project is not difficult to delay even on Legendary. Don't be scared of it, just keep an eye on it. There's basically no reason to attack an Avatar facility unless the doomsday clock is running. Just leave it one tick from full and reset it in the last few days of the clock. Several plot missions give you free pips off the doom track as well. You can play the long game against the aliens despite the "time limit".
d_valroth Feb 17, 2016 @ 8:34am 
Originally posted by drake_hound:
But it is funny it is like even new games you need to play certain mission in a order.

Get a engineer get a scientist mission. get rookies scan.
So then a retaliation shows up with first faceless.

So if you lose that one is it a game over ? cause you lose your zone of control ?
A loss in your home territory is a permanent reduction of income from that zone. You cannot lose contact with resistance HQ.
Lore Feb 17, 2016 @ 8:39am 
Originally posted by -SG1-Shadowscall:
Originally posted by Tallahassee:
Satellites were replaced by radio towers/contacts and the arrays were replaced by radio rooms. Same basic concept with a different flavor/build priority.

The 'panic' system was replaced by retaliation missions from what I can tell, although I have no idea if there are any negative effects from failing one of them.

EDIT:

Oh, and yeah, the Avatar timer might be a closer comparison to panic but it is much easier to manage than panic ever was IMO.
If you lose a retaliation mission, you lose contact with the resistance in that area and have to recontact them.
have to add here, if you dont do a guerilla mission you also lose contact with the resistance state, i skipped doing a ufo landing mission cus i had other things i wanted to rush, the resistance in nex mexico scattered and i had to recontact them
xmd1997 Feb 17, 2016 @ 8:48am 
Originally posted by Rajion:
Originally posted by -SG1-Shadowscall:
If you lose a retaliation mission, you lose contact with the resistance in that area and have to recontact them.
have to add here, if you dont do a guerilla mission you also lose contact with the resistance state, i skipped doing a ufo landing mission cus i had other things i wanted to rush, the resistance in nex mexico scattered and i had to recontact them
That's actually one of the few complaints I have with the game( as great as it is) the penalty for skipping minor missions(Supply drops, VIP Missions) is way to large as it means automatic lose of resistance contacts, sure you can recontact them but it still takes time and resources(not to mention you'll get a permanent supply penalty) to reestablish contact with a sector just because of the fact I didn't bother to attack a UFO that just happened to stop for cheeseburgers. -_-.
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Date Posted: Feb 17, 2016 @ 8:10am
Posts: 15