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You set up a team for each side, and you take turns.
That's why this will make a good tutorial for the modding process. We can create a short document that describes the pipeline:
1. Create User Stories
2. Mock-ups in Balsamiq
3. UI work
4. Scripting
5. Exporting final mod to Steam Workshop
The user story, AKA what it is that I, as a user, want. Which in this case, is what I call a "Hotseat" mod.
Hotseat = Making and using saved loadouts of aliens and humans like in XCOM EU/EW, against family and friends who don't have a copy on the same computer.
You don't see your opponent’s moves by using a black screen.
It goes like this: player 1 sits at computer, player 2 leaves room, player 1 takes turn, player 1 ends turn, after player 1 ends their turn a black screen with player two’s name appears, player 1 leaves room and gets player 2, player 2 sits at computer, player 2 clicks button on black screen, after clicking button player two's turn and time starts after clicking button, player two takes turn, player 2 ends turn….etc.
The method can even allow for more than two players to play against each other at a time.
Although, the current "Local Multiplayer" works great if you want to play against a friend who has their own copy of the game and their own computer. The "Hotseat" mod will be useful because you only need a single computer and copy of the game. This allows you to play a round against someone who doesn’t have a computer or copy of the game. It is really fun for both of players and could allow the use of mods that can't be used in regular Multiplayer and Local Multiplayer.
The "Hotseat" mode can also be used by someone who owns the game to convince others who have never played or heard of XCOM 2 (or strategy games at all!) as a fun sort of test run. Where you can show off the cool aliens and soldiers without being attached to your units as it is only a single round and not a campaign. Thus the "Hotseat" mod could be a different way to show off the flash of the game.