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The mission you steal the cleaner data sticks from their office is one I've mentioned here already but it is an example of a very basic implementation of a natural fail state. You will fail that mission if you stay but not because of a clock saying DING DONG YOU WRONG and then a game over screen. It sends waves of enemies that would take more and more resource and skill to keep at bay until you are chased away or risk losing all your soldiers to attrition.
This could be implemented in a better manner for the strategic map. Perhaps have the doom counter thing either a random percentage event to spice things up (with others in the mix as possibilities) or have it as a setting game mode.
It's basically a hard turn limit and sucks just like when they used to put count down timers that killed you in old platform games, despite you already having hard enemies and lives to deal with.
I understand the function of raising tension and finality and such that having a set goal point brings, so that should probably stay the default setting, but it would be nice to be able to turn it off for those who don't really gel with the hard cutoff.
I guess this also explains why the game stopped telling you the date in standard format like it used to and tells you days since the start instead, to give you a turn count.
That being said, i do agree that you should not be forced to complete your save. There should always be an option to extend it at a cost if you want to keep playing forever
We're fighting a war against an alien invasion. Are you telling me we're supposed to completely wipe them from existence in less than a year? That's nonsensical. If you want to rush to the end, you already have that option. I don't want to rush. I want to shoot down hundreds of UFOs. I want to have soldiers with capped stats and hundreds of kills. I want to have, you know, a WAR. Not a skirmish and then poof, end game. I don't have ADHD. I want the long game of attrition, not shoot my load in 6 months and then get handed the end.
The whole point is to have increasing levels of infiltration and naked aggression which brings down the supporting governments and directly threatens your own forces at the same time too. That is the immersion friendly route. It should build from spooky and unknown to the struggle to win the alien war and you find that eventually it is building up to the point where your forces will clearly be getting stretched thin, that heroism is no longer securing you great victories but just allowing you to get by, when there's no more great tech discoveries or tactics to save the day either. You realise that you need a new tactic, something bold, something to decapitate the alien menace before the overwhelm you and for each player that time will come naturally at different moments, depending upon difficulty too, but it will come eventually no matter what. Now THAT'S how you do the natural build up. Not just a clock ticking down that says "BEEP BEEP TURN 300 SO YOU LOSE THE GAME, PLEASE INSERT ANOTHER COIN".
It even worked in the overlooked XCOM Apocalypse where they did this (and would have been even better if the game wasn't cut back for release, sadly!). The doom counter jumping into the game is a step backwards to some 8-bit anachronism that should never have been brought back.
Just as people elsewhere discussed the importance of the TU system in giving more freedom and a better natural flow to the gameplay, the menace and threat should allow for freedom and a better natural flow too. It should be up to the player to decide if they can still hold the line or if they make their move because they are ready or have no choice. Not just a turn counter telling them what to do and how to play. It also removes late game challenge and fun in seeing if an how long you can hold them off when it gets to crazy late game all out war.
To be fair they did ditch the ant farm after feedback said it sucked and was a bad move to try to copy the neo-XCOM after Xenonauts success as a design and in sales was purely because of people rejecting it and much of the rest of the direction that reboot took it in. I really hope they listen to more of these ideas too and don't just stubbornly sail the boat off a waterfall.
Because I don't think that's an accurate description.
You have X days to end the game or you lose
Hence, Doom counter
Because that's not what the laser did last time I saw it.
Are you just assuming that big laser fires means you lose the game, or did the game actually tell you that?