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Lack some conspiracies and plot twists, unusual facts from real history which will be woven into the plot (why not?), allusions for modernity, cultural references but mostly not for pop culture, forecasting some things from our modernity and real future
Lack little apoc stories, usual life interesting details from future
Lack some strong detailed characters that will cause sympathy, empathy, strong hatred
Lack the drama of human relations and moral dilemmas, the game can do without it, but with this the game will acquire something close to each person and sink into the soul
Influence on the gameplay of fired agents and scientists
It looks like the units is completely destroyed after firing agents and scientists from XCOM, they dont go to any buildings/organizations after they are fired. Fired units fate can no longer have any influence on the gameplay, although may add a couple of interesting turning points to the game.
But that interesting situation, beacose they can be angry beacose fired and drain a lot of secret information about the studies, base layout and the situation in the XCOM as organization and community ... or just beacose they need money ... or beacose someone find out that they XCOM exworkers and threatening and intimidating will want to obtain information.
Cityscape
Aliens can not only land troops and eggs in human buildings, but can also evacuate AND aliens and kidnapped people to UFOs and transfer them to their dimension for food and other
Ground vehicles (even a tank and an APC on an air cushion) can only drive on roads and not on the ground around (fixed in OpenApoc).
There is not enough black market and general heritage and echoes from the first two XCOM games, history, items and weapons
UFOs should not disappear instantly after the end of the mission and should be removed in parts throughout the day
Landing a damaged ship is a very difficult task and sometimes a UFO can simply explode without coping with the landing (leaving nothing).
A damaged UFO that has landed can be destroyed by the organization鈥檚 ship next to which the UFO fell.
Transport must correctly take into account the numbers in the transport, passenger and bio compartments
Each week the aliens get 1 pt to their stats, but researching an alien body for that week gives the troopers a 1 pt boost to damage. This reflects that the aliens are steadily getting tougher, combined with X-Com R&D trying to show the troops the current best locations to shoot. khermage
Laser guns produce empty energy cells when empty. These energy cells can be recharged back at the X-Com base. High up-front cost, but low ongoing cost. khermage
Battlescape
Maybe some expansion on the agents paramilitary ranking system funtionalities. For example some stats boost for being around high ranking Squad Leader, stats penalties for low ranking squad leaders, maybe overall increase or decrease proficiency for best organised Squads. Not an arcadey style, but a tactical sense for it. Best squads should be more likely to comply orders, hold the position, have a strong morale and increased agressiveness. The rookie squad the extreme opposite. This is implemented I think, but on an individual level with the agent stats, since experience = improved stats, and maybe the impact of aliens numbers when they're overruned and on panic, but there's no dynamic change that benefits from squads integrity and composition, both turn-based or real time. The ranking system is a tool to implement it I think, and it was genius they put limits on promotions, acording to the number of personel you have on your organisation. It mimics real life.
There are not enough audio screams when a living creature is hit / wounded
There are not enough blood stains under corpses
There are not enough on missions armed and hostile civilians and guards who have been infected with micronoids and are fighting against XCom.
Meeting 3 or 4 parties at once on the same mission for different reasons, for example XCOM in a UFO crash and marauders and police that chase them
Lacks the ability to carry corpses and bodies
Lacks the ability to explode, burn, damage the body making it inaccessible for research.
There is not enough specialization of the aliens and the presence of various levels in their control hierarchy, the ability to extract specific information about artifacts or the location of something.
Ability to continue the completed mission with the aim of searching etc.
The ability to carry out a raid and keep the building forever (against a hostile or captured organization) (but get a minus to reputation and a possible raid in order to return the building).
No sound from moving items in inventory
No pools of blood under corpses and scattering of blood and meat from powerful explosions or hits
Lacks more advanced keyboard shortcuts to make life easier (fixed in OpenApoc)
Pity that hostile people don't use flying armor
Pity that hostile people don't have\use psionics
The AI will try to pick up weapons more active they dropped or other if they find themselves unarmed (eg. from panic or mind control).
Lacks a stun melee attack to almost every weapon with different power
Lacks bone fractures to immobilize the wounded
Lacks more abilities for psionics (like Pyrokinesis, Electrokinesis, Telekinesis etc)
Lacks chance of jamming or breaking weapons during a mission (accidents are just like in life)
Androids have a limited chassis but their software is able to improve results (Characteristics Accuracy, Bravery, Reaction can be pumped 50%)
Lack modified androids in to cyborgs (terminators like assasins in the service of treacherous corporations)
Replacement in an inventory of worn items by Drag-Drop items from bottom section (DisDis) (fixed in OpenApoc)
Some renegads and separatists who realized themselves and opposed the micronoids
Make that when you take down constructed facility that 75 % of the price came back
Make that not studied equipment of newcomers could be sold for half of price
Make that in a real time mode has been added time of 2-4 seconds for recoil
Aliens don鈥檛 have genitals, but they do have anuses. This must be the most epic feature of the game. Worms, anthropods and other rather voracious and therefore must leave a lot of feces all over the floor!
There is not enough real economy where:
damage to buildings did not really affect the economy and production, let alone the casualties in the building collapse
each corporation has a fleet of endless military vehicles and soldiers.
every corporation has an infinite amount of money and cannot go bankrupt.
the prices of goods did not depend on their quantity on the market (only the destruction of all buildings)
the ability to do raids on the same building at the same minute endlessly and without time delay (for example 1-2 days)
There can be small artifacts and items of aliens that could slightly increase characteristics or provide interesting information or open another research or it is corny to accidentally find your niche in the market where they find their unusual use and pay well.
That mean from interogation \ spying \ turned to you insider you can get information on possible important decisions \ financing \ game changer event from which you can draw conclusions and invest money in goods or an organization and sell with profit after a while. Or even make some org bankrupt and gain control of it ...
There is no developed system of negotiations with organizations - diplomacy :
(Let me remind you that X-COM exists secretly and thanks to 13 senators)
It is possible not only to pay for damage, but also to conduct side missions to appease the organization (and of course worsen the relationship with the other).
The ability to blackmail, bribe, threaten and interrogate specific individuals representing the organization and therefore influence the organization's attitude towards XCom.
Ability to find / steal / conclude unique things, information in buildings on missions and from people and aliens on them
Ability to protect the organization and increase the attitude
Ability to share technology or valuable information
The ability to share important information that will help you save a lot of money for the organization, make a lot of money, help you return what was stolen, steal what you want, etc.
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If it is difficult to figure out how to improve the game, you can go from the opposite and list what is missing in the game.
I would like to hear from you thoughts about what is really missing in the game. And if I like the idea, I'll try to make a concept image.
original post https://steamcommunity.com/app/7660/discussions/0/4150581887530457052/
General
It looks like the units is completely destroyed after firing agents and scientists from XCOM, they dont go to any buildings/organizations after they are fired. Fired units fate can no longer have any influence on the gameplay, although may add a couple of interesting turning points to the game.
But that interesting situation, beacose they can be angry beacose fired and drain a lot of secret information about the studies, base layout and the situation in the XCOM as organization and community ... or just beacose they need money ... or beacose someone find out that they XCOM exworkers and threatening and intimidating will want to obtain information.
Cityscape
Battlescape
There is not enough real economy where:
There is no developed system of negotiations with organizations - diplomacy :
(Let me remind you that X-COM exists secretly and thanks to 13 senators)
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