Phantom Doctrine

Phantom Doctrine

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woppet Sep 20, 2018 @ 12:13pm
A weaker "Invisible Inc."
Frankly, the strategy layer is amazing and the only enjoyable part of the game.

The tactical missions feel like a hack-job blend of Invisible, Inc. and XCOM; Invisible Inc without the actual stealth mechanics (multi-stage alarms, hiding behind cover during infiltration, ACTUALLY HAVING TO REMOVE BODIES RATHER THAN JUST SPEND AN ACTION POINT), and XCOM with an incredibly simplified combat system that was obviously inspired by Mario vs. Rabbids' damage system without the core systems that made that simplified system work.

It is a damn shame, because the setting, writing, and strategy layer are all more than adequate. But unless this game gets -serious- post-launch support, I don't see me recommending it to anyone.
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Showing 1-15 of 45 comments
ZenMonkey Sep 20, 2018 @ 1:19pm 
Invisible Inc uses action points too when you move knocked out guards . The only difference is Invis Inc lets you do it manually and they just don't disapear.
IRMcG Sep 20, 2018 @ 1:37pm 
Speaking of weak.......
Dorok Sep 20, 2018 @ 4:50pm 
It's not a weaker InvInc because their gameplay have very few in common, even when sticking just to stealth.

InvInc gameplay is based on constant count down, it's 6 missions campaign, there's no combats, it's flat levels, more. There's very few relationship with PD.

I understand why it is evoked and I wouldn't be surprised PD get some vague influence from it, but it's no way the same gameplay, from very far.

InvInc has definitely a quite more tuned gameplay, alas it lacks of ambition with 6 missions campaigns. Moreover there's no combats, and it's a too small game that hadn't enough ambition to be able compare in any way with a game as PD.
melta Sep 20, 2018 @ 11:03pm 
It's an XCOM clone, which isn't bad.
No workshop to fix all the same XCOM bugs and more? That's bad.
Dorok Sep 21, 2018 @ 10:03am 
Originally posted by Gh05t_Shi3ld:
Originally posted by remove meatbag:
It's an XCOM clone, which isn't bad.
No workshop to fix all the same XCOM bugs and more? That's bad.

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Phantom Doctrine, the Cold War spy strategy game, is getting mod support
Mod support is one of the toughest stuff to do even half well.

Don't hope much from a game that didn't plan anything from start of project.

If they do something descent It will be one more of those games selling too few, and later mods support changes nothing and get only very few mods, and hardly anything of a pro quality.
kingts Sep 21, 2018 @ 10:20am 
@Dorok, I get your point on timers in Invisible Inc., but both very fun games and different in subject matter. One is a little darker than the other. You are murdering (models) people with silencers, and the other is more cartoony and less graphic. The Take down, the stuns, hiding, abilities similar, but geared towards different goals. I woul dnot be threatened by Invisible and pick sides.
I liked what they did with Invisible Inc and I find no issue with someone comparing the games. My kids love Invisible Inc.
They are both stealth mission oriented, both turn based with fun equipment options, isolmetric and movement. Both are defined by stealth not combat.
PD has a much richer interface and base than Invisible Inc and more realistic, but I can see the comparisons.
I would not doubt that the designers of PD, took some things that Invisible Inc did right and built on that.
What I will say is PD is more fragmented that Invisible Inc. Which to me was cleaner, simplistic and complimented its storyline. Love to see them do a new Invisible Inc. 2, That game has a nice upward track on adding a lot more content, abilities, story, and animation. That ending left a nice apocalyptic feel to it without spoiling it.
Both games have a nice base template from their launches to have great games. To me PD needs work and I disagree that it is a X-com clone. Isometric and certain mechanics yes, but either than that, not much the same, but the modding may close the game.
When you start adding voice packs, guns customization, and other X-com presented perks, then you may just see a Spy X-com A punisher Agent for example.
Dorok Sep 21, 2018 @ 12:23pm 
Originally posted by kingts:
@Dorok, I get your point on timers in Invisible Inc., but both very fun games and different in subject matter. One is a little darker than the other. You are murdering (models) people with silencers, and the other is more cartoony and less graphic. The Take down, the stuns, hiding, abilities similar, but geared towards different goals. I woul dnot be threatened by Invisible and pick sides.
I liked what they did with Invisible Inc and I find no issue with someone comparing the games. My kids love Invisible Inc.
They are both stealth mission oriented, both turn based with fun equipment options, isolmetric and movement. Both are defined by stealth not combat.
Not sure what's the link with your kids, but anyway, I don't think you understood fully when I wrote i couldn't compare both games, I can't be sure but I suspect it.

Sure both have a turn based game play oriented to stealth and this is very rare. I remind at least one other case, probably from 90'", perhaps console release, that some players quoted to argue that InvInc had rip off some gameplay aspects. But I don't remind much other quotes.

There's more turn based combats games having the stealth rather developed, but it doesn't give them a stealth gameplay, it's only combats with stealth.

So I can't disagree the comparison makes sense in some way.

Now some points:
  • When I quoted count down, it's because it's a major design element, no way stealth with count down is similar with stealth without count down. For sure count down approach is coherent to counter abuse of caution in a stealth play. But should all turn based stealth game have count down, NO WAY. If I understand how much count down is useful for tuning tactical difficulty, I can't stop myself not enjoy much any count down.
  • Is it fair to compare stealth with count down to stealth without, I don't think so. That's why I quoted that without count down InvInc would have a gameplay totally broken, worse than PD in my opinion. No surprise as its design is centered on count down, still no Invinc without count down, and PD stealth (without disguise) is ok without any count down.
  • But I can't compare both games mainly because they are just at a too different level. Too few contents for InvInc, a campaign a lot too short, symbolic story, no real roster, lacking of more equipments replacing weapons diversity in a combat game, flat can't compare with full 3D well exploited, mission procedural generation doesn't provide a so high diversity and don't compare well to PD. But ok a quite polished gameplay, and still a fair amount of elements through items, hacking possibilities, base characters, special skills, enemies and maps special elements. Still I can't compare them well and feel unfair to do so.
  • Both games could have a stealth gameplay, but still 60% to 75% of design of PD is around combats, when there's none in invInc. It's among the failure of the game to not have mix better stealth and combat, and avoid most players do mainly a a full stealth campaign. Still I don't let game flow lead me by the nose, I explore, and search best fun abd best diversity. If I quote boredom is coming, I'm looking to exploit the game differently. And in that perspective, PD offers me a wide field, not InvInc. So stealth gameplay of InvInc could be quite better, as a game it is much less than PD.

Ok you disagree on that perspective. For me it's quite like indie games I can't put them at same level than AAA games, nor than indie games trying compete with AAA games.

Originally posted by kingts:
To me PD needs work and I disagree that it is a X-com clone. Isometric and certain mechanics yes, but either than that, not much the same,
For the XCOM clone, alas I agree, I love play my combats oriented campaign, but the game doesn't have the engine, rules, AI, mechanisms that could sustain a campaign combats oriented.

But again, if PD need evolve, it's to force exploit much more combats along a campaign. Is it possible without huge changes and additions, I have doubts.

It's fair to consider PD needs more work, but I think (could be wrong) that it's unrealistic to believe it can be significantly changed.
- The game has many very developed aspects, a lot of contents, and high level care on details on many aspects of the game. This doesn't hint a rushed game.
- The combats are quite more developed and the game ended allow mostly a full stealth campaign, and even push to it. It smells more an attempts to design a game mixing really both, but failed find how. It's the only way to make the game more coherent globally with its currents contents. But how do it, without to setup a full new budget, it's not clear.
- Almost every aspect of the game are open on ways to manage it. It opens plenty OP tools in every aspect of the gameplay. It offers freedom, but now change it and really start a tuning fro stricct control of difficulty, it's a huge work, not even with any elements added to justify curiosity back to the game.
- Common just see how much the AI has been changed from the los management changes. It's not even yet fully fixed. It clues the complexity of the whole, and hope big changes in gameplay is unrealistic.

Originally posted by kingts:
but the modding may close the game.
When you start adding voice packs, guns customization, and other X-com presented perks, then you may just see a Spy X-com A punisher Agent for example.
Perhaps but I don't remind any game past the 90's having a really extended modding that wasn't planed it from game original design. It was possible because games wasn't enough complex on many aspects. Past a point just hacking couldn't add deep modding to a game. And it's a very complicate topic, add it on a development already done, can only reach a limiting modding ability, or a ton of bugs and problems, never solved.
kingts Sep 21, 2018 @ 3:06pm 
Not sure what's the link with your kids, but anyway, I don't think you understood fully when I wrote i couldn't compare both games, I can't be sure, but I suspect it.
@dorok-Have three kids who play, the youngest likes Invisible Inc, because of the cartoony storyline and cartoon figures. Not as real, Where PD to me is for mature and adult players because of the graphic content. Both are stealth spy games and from a Parental Guidance standpoint I don't advice PD for younger audiences. That is a parent’s choice.
To your points
@dorok-Point 1. No one suggested it was rushed. The issue is that the ideas are nice but not necessary to the gameplay. All the Agents are drones and have no color, life, and can be pretty much built a few ways, but you can send 5 of the same type. A lot of the abilities and perks are not necessary in a turn. I don’t think I have used focus once, or heartbeat and many others. Mostly takedowns, headshots or a combo exchange, Why? Because every move they hit, or you hit them system, any other moves in between are wasteful. The game has small common-sense details that are kind of useless. If Language was introduced as a new mechanic, and down the line still may. Why have it. Your Disguise perk, another I rarely use. It is not vital and most don’t use it. It is unnecessary to separate it as some new idea. The glass issues, wall issues, chemical sequencing that can make sending out agents practically unstoppable in the right combination. Small icons in the map that they never considered the eye impaired or color impaired. I happen to think fragmented ideas tend to falter in the concept design phase. PD has a lot of fragmented ideas, but not well placed. Each of the sections in your base are more for cosmetic appeal than a true espionage. Budget, I agree could have played a factor, and as a developer you can only do what your capable of doing.

Point 2 Combat is too redundant and one chess piece dimensional. It is not designed to be a combat game. It’s a stealth game. I agree on a lot of what you say here. There are three ways you can go. 1. Give the Agents more diversity, make each unique. I do think a wide variety of job skills, players doing their own bios were key words like the analytics can set of a chain of events or unlock unique perks and abilities to that specific agent. They could add 20 job titles of all sorts of agent types to allow the player to grow that agent in that specific field with not just 1 or two abilities but many. I happen to think less is not more in turn based combat, more is better, I am not talking over powering agents with abilities that make them unbeatable, but giving you more choices within that turn that may not cost AP, but more of unlock combinations to that job title and specific agents. For example the agencies may all have the same methods, but not the same skills follow. An MI6 agents may do something that a KGB or JDF does not. Having them different from one another and unqiue enhances gameplay. Another thing you can do is faction warfare even in the cold war. The many agencies involved could make for an interesting faction game. There were many spy factions during the cold war. From Japan, to Cuba, from France to Arba nations. It would make for a great multi player faction game with each faction having unique traits, job titles and skills and choices that would really play out well in this setting., but again budgets, what is realistic, and what they can do and cannot. Eventually your still being forced forward to the story where what you've built may not be necessary.

Point three I agree

Last point, I am concerned that their base design may have too many conflicting coding that may create even more unforeseen bugs and issues if they don’t go back and really check every aspect of what they created. Its not even fully fixed 100 % correct, and as I said they need to stay within what they CAN do, not what they overreach or cannot.
Be interesting to see where the game is in a year. I am sure they will add more content, rethink things from what did work, what is not appealing and adjust.

One more thing. Invisible Inc is not the same scope or size as PD, but it was executed better because it really has a more simplistic tasks to do. Your not stacking agents. There is a lot more redundant and useless micro managing in PD, but that must be fun, not a distraction. I remember my first run thru on EASY, just to build up and really see all the nuances in the game and I felt I wasted a lot of time. 60 Agents all the same doing the same crap, the workshop asking me to build stuff I could care less about, same analytics over and over, unlocking chemical combinations that just my agents Supermen, and a forge that I never used to make items because I had most from missions. My point is PD is not designed to build, but to get the tasks done. Its not for the grand strategist, or builder, but like X-com, forces you to get the missions done. As you said not sure what they can do about that, but it is what it is. I love X-com Longwar, that is squad micro managing based, this is not.
Both games do what they set out to do. Both clear in how to get there, and both fun games for different reasons, Developers should be praised for the great effort in both games. Good points Dor and talk...

Last edited by kingts; Sep 21, 2018 @ 3:15pm
holy-death Sep 21, 2018 @ 11:51pm 
Originally posted by kingts:
Point 2 Combat is too redundant and one chess piece dimensional. It is not designed to be a combat game. It’s a stealth game.
It's a game that has stealth and combat elements. Stealth is there so you can try to go as far as you can to accomplish your objectives. Combat is there when stealth fails and you need to hammer your way through.

And it's a combat game, because a lot of work went into giving the player a lot of equipment and abilities related strictly to combat. Even the combat system itself is a slightly changed version of that from Hard West, which is combat-only game.
Dorok Sep 22, 2018 @ 4:47am 
Originally posted by chris:
Countdown is a very decisive mechanic. It was the same in xcom 2.
Much less in XCOM2, there's many missions without any timer, you can't have a single mission without timer with InvInc gameplay.

Originally posted by chris:
Basically a lot of people can't handle the pressure. When you have people in real life who have a nervous breakdown when their pumpkin spice latte is slightly too warm, you can't expect them to enjoy the count down mechanics in Invisible Inc and XCOM 2.
Lol, the example is a bit extreme. Can't handle isn't the point, if you can't handle pressure, you can't do most job, and many real life duties will be troubles.

The second point is you put all pressure types in a same bag but in my opinion it's pretty wrong. Timers is about time pressure which is a special pressure type.

In my opinion, it's games, not real life, and in that context it's more about having fun from time pressure or not. It's different for people, but also the age can change the balance.

I noticed the evolution myself, at some point there's a fed up to be constantly time pressured to bring constantly more money, there's never any limit but fail it and rush too much a task. Particularly at work, constant hurry becomes such a boredom after decades to manage it constantly. And then free time and leisure time open deluxe period of life where you can suddenly ignore time pressure, a luxe rarer and rarer with society evolution.

And then timers look like a nuisance in a leisure activity.
Originally posted by chris:
Personally, I loved it in both. It keeps you constantly on the edge of your seat.
You seem have give a lot of importance to XCOM2 timers, but in fact you have margin to ignore many that are related to resource even if precious. This aspect is a bit artificial from a design perspective. Clearly XCOM2 designers failed counter overwatch pushing to static play, and excess of caution, and then overused a bit timers.

But other XCOM2 timers are major tools for a tuned design of various mission types. Thankfully XCOM2 has also a good amount of missions without timer, and many have in fact a higher pressure. In general for most missions types, if you don't struggle too much at the difficulty level you choose, XCOM2 timers are very well tuned to just setup a limit, but not really setup a time pressure. So yes most XCOM2 timers are not only good but also rather important.

But again, the comparison isn't pertinent with InvInc that can't have missions without timers, unlike XCOM2. it's more pertinent to argue/compare XCoM2 to PD combats. There are turn based games with combats not using timers but in few combats, and still very deep and with a difficulty tuning quite polished. I could quote for example FF7.

But turn based shooter face a design problem, overwatch pushing to static play and excess of caution. In my opinion neither XCOM1&2 nor Long War 2 setup a good balance. The balance
is mainly broken by risk level involved. Overall overwatch without time limit would open many occasions to lower a lot the risk. Eventually Long War 2 use some other tricks than clear timers to lower the feeling of amount of timers used. But hidden timers are still timers, and there's many timers anyway.

This is an interesting design topic in turn based shooter using overwatch, how counter overwatch static aspect, and how do it without some basic timers.
Dorok Sep 22, 2018 @ 5:29am 
Originally posted by kingts:
Not sure what's the link with your kids, but anyway, I don't think you understood fully when I wrote i couldn't compare both games, I can't be sure, but I suspect it.
@dorok-Have three kids who play, the youngest likes Invisible Inc, because of the cartoony storyline and cartoon figures. Not as real, Where PD to me is for mature and adult players because of the graphic content. Both are stealth spy games and from a Parental Guidance standpoint I don't advice PD for younger audiences. That is a parent’s choice.
First point, yes the cartoon aspect certainly help very young kids to relativize, and take distance between real life and cartoon.

Now in my opinion adults should be able relativize to not consider cartoon less impact-full than graphics/animations still very far from reality but less far. If you can't relativize this, then you probably never read much. If pure text can be a lot more impact-full than a movie, there's no reason a movie using cartoon can't be as much impact-full for you.

Alas in video games, more cartoon graphics would allow huge cut in budget to spend it in gameplay/writing/having more contents, but for many players they fail be as impact full than graphics more realist and detailed.

Originally posted by kingts:
@dorok-Point 1. No one suggested it was rushed. The issue is that the ideas are nice but not necessary to the gameplay. All the Agents are drones and have no color, life, and can be pretty much built a few ways, but you can send 5 of the same type. A lot of the abilities and perks are not necessary in a turn. I don’t think I have used focus once, or heartbeat and many others. Mostly takedowns, headshots or a combo exchange, Why? Because every move they hit, or you hit them system, any other moves in between are wasteful.
I can say safely you let the game natural flow guide you and made a full stealth campaign, and probably used a lot disguise.

So what? Pure stealth campaign, yes the campaign doesn't work well, even less with abuse of disguise.

But you had hint to attempt get more fun, and a quite big hint when 2/3 of design is around combats.

I already answered it, I'll only repeat quickly, you can also ignore any skill, including takedown and head shot. Those are just the most obvious tools. And yes the design seems to be too open on letting player decide how he want play the game.

That's the problem, not that you never used this skill or that skill.
Originally posted by kingts:
Point 2 Combat is too redundant and one chess piece dimensional. It is not designed to be a combat game. It’s a stealth game.
When 2/3 of design is around combats, admit this affirmation is a bit weird. As explained above, too much openness to players. And with its contents, a very doubtful design choice to not have fore combats in many more missions during a campaign.

Originally posted by kingts:
There are three ways you can go. 1. Give the Agents more diversity, make each unique. I do think a wide variety of job skills, players doing their own bios were key words like the analytics can set of a chain of events or unlock unique perks and abilities to that specific agent. They could add 20 job titles of all sorts of agent types to allow the player to grow that agent in that specific field with not just 1 or two abilities but many. I happen to think less is not more in turn based combat, more is better, I am not talking over powering agents with abilities that make them unbeatable, but giving you more choices within that turn that may not cost AP, but more of unlock combinations to that job title and specific agents. For example the agencies may all have the same methods, but not the same skills follow. An MI6 agents may do something that a KGB or JDF does not. Having them different from one another and unqiue enhances gameplay. Another thing you can do is faction warfare even in the cold war. The many agencies involved could make for an interesting faction game. There were many spy factions during the cold war. From Japan, to Cuba, from France to Arba nations. It would make for a great multi player faction game with each faction having unique traits, job titles and skills and choices that would really play out well in this setting., but again budgets, what is realistic, and what they can do and cannot. Eventually your still being forced forward to the story where what you've built may not be necessary.
I think you covered only one point, but in detail, more unique agents.

In roster games it's almost a weakness to allow too much attachment to soldiers. The roster design open a very powerful tool to manage difficulty, allows soldiers death. Build a too high attachement to each will just make most players not accept any death but for some insignificant rookie you didn't get attached to.

But the very unique approach of agents death of PD would suit very well a gameplay with attaching agents almost like a party RPG.

But in my opinion it's not the problem, and target that wouldn't change much. The real objective to improve the gameplay approach, really mix stealth and combats, push combats more in forward.

Originally posted by kingts:
Last point, I am concerned that their base design may have too many conflicting coding that may create even more unforeseen bugs and issues if they don’t go back and really check every aspect of what they created. Its not even fully fixed 100 % correct, and as I said they need to stay within what they CAN do, not what they overreach or cannot.
Be interesting to see where the game is in a year. I am sure they will add more content, rethink things from what did work, what is not appealing and adjust.
I hope be wrong, but I think this is dreamland. Firstly as you quoted, there's hints it's complex to make big changes. Secondly dev get bought, certainly to avoid a bankrupt, and certainly buyer did it a lot for PD asset. But at best it would be more for a PD2.

Originally posted by kingts:
Developers should be praised for the great effort in both games. Good points Dor and talk...
Obviously a lot of work in both, and for InvInc, I'm not saying it's a bad game, more that its an indie game I advise warmly even if I agree with players that complained about a too short campaign, and too short on many aspect even if quite developed and polished on many other aspects.
kingts Sep 22, 2018 @ 6:37am 
First point, yes the cartoon aspect certainly help very young kids to relativize, and take distance between real life and cartoon.

Now in my opinion adults should be able relativize to not consider cartoon less impact-full than graphics/animations still very far from reality but less far. If you can't relativize this, then you probably never read much. If pure text can be a lot more impact-full than a movie, there's no reason a movie using cartoon can't be as much impact-full for you.

Alas in video games, more cartoon graphics would allow huge cut in budget to spend it in gameplay/writing/having more contents, but for many players they fail be as impact full than graphics more realist and detailed.
@Dorok- “Relating the cartoon impact then you didn't read much.” I never said cartoons or cartoon game cannot be violent in fact I can argue that cartoons can have just a much of a negative impact on youth that reality does. All I am saying is that is a parental decision, not a child. I am sure many parents allow their children of 8-12 to play PD no issue and watch them become masochistic or tone death to the violence and content of a game and life. Some feel that allowing them that and then explaining is a better tool to teach a child than not showing them at all and making them find out the hard way. I am not here to debate or tell a parent how they should raise their children, but there is a huge difference watching an assassin gun down someone in the head with splattered blood and graphic violence than a cartoon take down. Killing is suggested in Invisible, it is shown in PD. That is why games have ratings, so parents may have a guideline to make that decision. Video games have been ruled a disease and over use can be just as deadly as any drug habit. Gamers do not want to hear this as they play their 24th hour of gaming never leaving the house. Too much of anything is no good. As I said it should always be a Parental decision. Both games are stealth spy games and both deal with the subject matter in different ways. One more mature than the other. that is fact, but as far as violence in games that is my opinion. We are very careful which games we let the kids play. I bought PD for me
I think that is getting off subject a little. The tread is about how PD copied from Invisible Inc. and in my opinion, in some aspects they did, and I explained how.
As far as video games and the graphic impact or cartoony style I have explained that there are two types of players. One that want the game to be better graphically all the time. That playing a less graphic game is a step backwards. for example, Civ 6 to Civ 1-2.
and players who just want a great game no matter the graphics involved. They can play a Star Wars KOTOR 2 or Pong and have fun playing it. It is an individual preference, but a DEV has their own style of creating a game using the same tools. Style is always subjective.
As I keep saying a DEV is only as good as they are capable of being. You can overreach and the more ambitious a project the more that can go wrong if you don't have the proper people. A lot can go wrong.
Invisible Inc did what it set out to do. PD to an extent did as well, but it’s just starting. We will see where it goes. Be well.

Last edited by kingts; Sep 22, 2018 @ 7:23am
kingts Sep 22, 2018 @ 7:34am 
Originally posted by chris:
In a way, xcom 2 is more dependent on the countdown than invisible inc. Whilst it is true that some missions in xcom do not have the timer, in the missions that do once the timer finishes it is game over and you have lost your squad. In Invisible Inc, the game doesn't end, it just gets harder. So in that case it feels more natural.

In any case, the same mechanic exists in PD during the combat phase. You face an infinite number of enemies in a fight you cannot win.

Now you’re talking playing capabilities of a player, some are experts, some intermediate, and some novice. X-com is not really part of the tread. It was about how PD copied certain aspects of Invisible Inc. Timer mechanics has been part of turn based games for some time. Many games use it. Timer missions is not about engagement. It is about accomplishing the task within the timeframe permitted. To do proper timer missions in X-com is really about the squad you select, tactics you use and execution to a plan, not long engagements defeating all your enemies within an allotted timeframe.
Invisible Inc is about stealth and doing the tasks within the timeframe allowed. In PD, utilizing smart position, scouting unforeseen areas, the agent capabilities to the task, and puzzle solving difficult situations. You may not be able to avoid a confrontation, but how to do one quickly and get in and out is more beneficial than ok, got discovered and now I must battle an army. In Invisible, the longer you take the harder it can get. Try a harder setting if you think it’s easy. Same goes with X-com, try commander on ironman and then see if you think timer missions are hard. My advice is play the game at the setting your capable of playing.
If you are playing PD as some wargame with long engagements and battle plans you will most likely fail in harder settings. Like Invisible, it is stealth gameplay, not battle engagements.
Getting the task done, get in and out, not ok going to battle an army every three turns with my 5 agents. Good luck. Sometimes retreat is a good plan or even sacrificing a pawn for a rook a good thing.
Not part of the tread timers. There are no real timers in PD except the ones you create on your own. To me it seems your issue is tactics not timers.
Last edited by kingts; Sep 22, 2018 @ 7:37am
Dorok Sep 22, 2018 @ 9:25am 
66 maps in XCOM1 vanilla, 60 maps in PD. XCOM1 vanilla wasn't good in maps variations in a campaign perspective and less than PD. It's because story maps was dedicated to story, UFO had its specific limited pool. So the real pool of maps was more 42 maps compare to 60, and a campaign involves significantly more missions than PD. But with EW, XCOM1 is quite better on maps variations.
Last edited by Dorok; Sep 22, 2018 @ 9:25am
Dorok Sep 22, 2018 @ 10:54am 
Yes some players pinpointed the lack of thematic graphical variations, there's obviously a lot of reuse well done in PD, but it means budget cut on that. Frankly it's almost a waste in XCOM1 they didn't reused more to make more contents because the vanilla suffered of lack of maps variations, a problem solved only with EW.

I noticed PD story missions maps used in non story missions, but it's perhaps not for all. Overall it's also a matter of perception and how many missions you do in a campaign, this can be quite variable for both games. For my perception, XCOM1 vanilla was less good than PD on maps variations, but quite better with EW, but this doesn't consider the number of thematic graphics, which for me count less, and on this, there's no match. As PD is no match on many aspect, but with the budget and less experienced team, it's no surprise.

My only problem is this so extreme focus on gambling in new XCOM series. Moreover I didn't get appealed much by later additions in XCOM2 even if I consider it quite better than XCOM1. But stuff brought by extensions didn't convinced me much (expect the customization pack lol). All those extensions like if designers felt they reach an end on the gameplay and should make it evolve to something else. I'd say to this team, make your own FF7 instead.
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Date Posted: Sep 20, 2018 @ 12:13pm
Posts: 44