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Hitting the first Cleaner operations center was tough despite my preparations and pretty good armor. The close proximity, the timer pushing you to hurry through it instead of taking your time and the numbers involved mean you have to take risks and almost certainly some fire from the enemy. Trying to get the bonus data sticks right at the back means you're going to come into contact with their troops and you will be in a really dangerous fire fight that will be very easy to lose someone if you get greedy and try to get more or all the sticks at that point. I had to fall back and escape after getting 20 of them. Lost one guy who was holding them back while the rest escaped and closed the door behind him as he died. Ended up with 18 sticks making it to the drop zone with my guys.
Very enjoyable and the death felt fair and earned!
I'd imagine when the post-EA balance is done and difficulty levels are more cemented it can also be made extra brutal at those high levels for those who clearly want it.
I learned the hard way why you shouldn't cluster your squad together an a hallway when the enemy threw a grenade into the group and turned half of them into goo then shot the survivors.
Had no losses or other issues on the landing/crash site missions.
Then there was this mission, where I had to rescue people form abduction tubes.
That one was tough due to time limit and I did loose two soldiers because of the hurry. It was as painful, as it was fun and exciting!
I could probably play it out much better if I was wiser though - it was my first time after all.
Btw, finishing this mission was actually quite anti-climatic. I got all the needed tubes while my squad was exposed to enemies, wounded and in disarray. Then it just suddenly ended...
I'd surely take a few more hits if I had to actually retreat back to the choppa.
The devs really should add actual retreat as a winning condition.
Anyway, from what you guys are saying, it sounds like the game has more difficult missions like that. That sounds promising.
I just hope it's not always gonna be due to time limit rush.
I was talking about the original X-Com/UFO from 1996. That game was quite brutal to your precious squads.
So yeah, I was actually hoping for more losses. (Take note: I don't necessarily mean higher difficulty.)
As I mentioned, I had no losses in Xenonauts 2, except that one mission. But maybe that's my experience with the old X-Com and being lucky with missions.
But yeah, you're either lucky or good. I've played old X-com, Xenonauts 1, and a number of other X-com-like games and do not get that kind of consistent zero-casualty results.
Don't get me wrong. I had a ton of casualties in old X-Com too. That's what I'm talking about.
Consider this: in original X-Com, Skyranger started with space for 12 soldiers. Avenger at the end carried 26!
Remakes had 4, 6, 8, 10 soldiers and that number didn't go much higher during playthrough. (Take note that they also included more complex character development systems.)
Just the number of soldiers alone already says a lot about your expected casualties.
...I wonder if you played a version with more patches than I did though, since X-com semi-famously has a bunch of difficulty-reducing bugs. (AI defects and loading save game always going to the easiest difficulty.) I don't remember whether I made sure to get the fixes for those.
Xenonauts 2 starts with 9, I believe. I don't know how the upgrades path out though.
Wiki says Xenonauts 1 was 8/10/12, so perhaps we can hope 2 will take us a bit further back towards the big numbers.
It's a fair point. (Actually, according to UFOpedia you got it wrong - Skyranger has 14 spots.) Modern games seem convinced people don't want to handle that many distinct pieces or something...even Xenonauts.
Hm. Now that I think of it, I first played vanilla game ages ago and it was surely difficult as I wasn't that experienced.
I later played OpenXCom with some basic mods which might've fixed the issues that you mentioned.
I'm sure that the modded version made AI start using grenades. There were probably other fixes too.
Besides that, I never really liked relying on the more OP exploitable tactics.
All those things are likely to have twisted my experience to some extent.
Well, handling large number of pieces is one thing.
I think that another factor is that having a small group of developed favourite characters you can get attached to is a more mainstream decision,
than making player deal with the painful losses of his de facto cannon fodder army.
Large number of soldiers naturally forces more casualties to maintain a balanced level of difficulty.
Then there's the problem, that high level of casualties contradicts the more sophisticated character development systems.
Anyway, here's hoping that Xenonauts 2 will actually go the big numbers route!