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I understand what you say, though I'm still unconvinced VR is going to take off. There have been many attempts before with VR headsets. I know they have a better chance now with the level of graphics quality being what they are, but the price is still prohibitive to many.
As for a first person XCOM? As I say check out the bureau. While not an FPS it does merge some basic global elemnts with a squad based tactical experience. It's ok. It's not knock your socks off awesome but it does cover many of the areas you originally mentioned. You have a main character, who runs a team of agents trying to counter the alien infiltration of Earth in the '60's. You get differing skill sets and equipment to consider for each of your agents. You have to try and best employ the right agents against the right enemy in various locations around the globe. There re also some but not much, micro management features when it comes to using your agents and their support networks. It's been a while since I last played and I never actually completed it so the details are a bit fuzzy. I remember it as being quite good though.
Basically you controlled the UGS Patton (the ship that goes missing in the news feeds during Interceptor) which was dragged through a wormhole and ejected in the heart of alien controlled space. Your mission was to get home whilst sending teams to alien craft/installations to recover artifacts etc.
I believe the plan was to have you allying with one faction of the aliens against others (hence the game name) but not a lot was released on that side before it was cancelled.
Intro video:
https://www.youtube.com/watch?v=aNwJmMcImcU
Beta level leak (1998 footage rebuilt in Unreal Engine):
https://www.youtube.com/watch?v=wjGxCerqPPY
Wiki link:
https://en.wikipedia.org/wiki/X-COM:_Alliance
Design doc:
http://www.terrygreer.com/xcomalliance.html
Basing on the samples you sent, visually it reminds me something between Unreal and System Shock 2. That is actually a very good connotation.
Pity it was cancelled, but on the other hand, maybe better if it was to end up unsatisfactory.
Anyway, so it was there, the X-COM FPS with team management, tactics and nice plot. Parhaps that was too much for its time.
I am not opposed to it. If done right it could be a really awesome experience. Reminds me of some of the Lucas Arts games that were part flight sim part shooter. It can be done.
Vaguely remember playing one or two games that were like that. You would get a map of the battlescape pre fight and set up a strategy/place units then hit the launch button to start the fight. During the fight you were able to take control of units or stationary guns and go back to the map to change up orders. They can be a lot of fun.
I don’t think having the field officer dying be a lose condition would work. I mean, I just don’t think that having the character you are in control of being that crucial would be all that fun. IT would basically discourage the player from getting into the thick of it and instead just ordering your mean to jump into the meat grinder for you so you can survive the mission and not lose. The fun of most FPS games is charging in and blasting the crap out of enemies. Having you character be so crucial would encourage players to be spectators more than participants in the fight. If your character dies the game should pause and let you choose who you want to take control of. You don’t need to penalize the player with a lose condition. Losing your toughest fighter and all the level ups and having to start over again from scratch is a big enough penalty on its own without being maddeningly frustrating or deterring the player from leading the charge.
Speaking of The Bureau, it got a quick mention in this parody trailer for Enemy Unknown. It is a pretty funny video. ---https://www.youtube.com/watch?v=qehLhqLx6Ak----
I can recall Space Hulk meeting some of these criteria, but it was a hard game with some fault in the play design.
I agree. Maybe turn-based system merged with some skill-based fight from first-person perspective concerning time units and tactical parameters management, could be fun. On the other hand, some sort of rank hierarchy should be present with appropriate squad penalties in case of certain officers death, as in the original X-COM game.
I say it would be better to stick with simplified turn-based action with time units aka action points. By "simplified" I mean it should perhaps be more "squarish" and method-based - far from a true first-person shooter - with skill-based approach between planning and execution, meaning as to eliminate the random-number-generation or chance-to-hit factor. Now it would depend all on the player. The battlefield conditions ought to be included, such as wind, Alien ships energetic influences, maybe some psychological factor with possible illussions derived from psi effects, but generally I would rather go for affecting the stats than the visual pannel - unless carefully planned - since the last one could get annoying.
Are you suggesting having timed rounds? Like as in you get 30 seconds to issue orders and take shots yourself? That is something new. Of course new is risky.
Actually I had a moment of doubt whether the FPS-like approach could work as derived from X-COMs initial isometric tactical combat.