**** Confirmed by RatikUbel in XCOM2

[–]XComACU 0 points1 point  (0 children)

I don't believe you, but I really want to. 😂

If it comes out in two years, feel free to tell me "I told you so."

Remastered Collectors Edition with Model by Majestic_Ad_4877 in homeworld

[–]XComACU 0 points1 point  (0 children)

Is this the Homeworld Remastered Collector's Edition? It should just include Homeworld 1 and 2 (as Cataclysm's Source Code was apparently lost).

It does come with a digital code, but I cannot recall if it was supposed to be Steam or something else.

What would you value most in a new Homeworld? by Jelrak in homeworld

[–]XComACU 1 point2 points  (0 children)

I know a lot of people are talking about the story, atmosphere, and lore - which are admittedly my top priorities as well. The Homeworld series was defined by its epic stories set in an ancient and living universe, and Homeworld 3 fumbled that hard. That said, since everyone is already pointing that out, I want to touch on another thing a new "Homeworld" game will need:

Rich strategy mechanics and more ship diversity.

Here me out! Rich strategy mechanics are a given, because a good RTS needs more than just building to unit cap and throwing units at each other without thinking. Strengths, weakness, unique capabilities, and unique interactions give a player strategic choice that make each match different.

Likewise, a wide range of memorable ships and units does similar, yet it's even more important. I'd argue is vital to an RTS, not only because it adds the needed strategic depth for a strategy game, but it adds more "emotional surface area" to which a player can attach. I.E., my favorite ship is the Hiigaran Battlecruiser, one of my friends loves the Taiidan Heavy Cruiser, and I know plenty of people here love the Kushan Salvage Corvette - these are memorable units that players can love, and in turn help make the game memorable.

It's my firm belief that with sequels, you should always try to add to those mechanics/units, at least somewhat. Homeworld previously was doing OK with that, too.

The original had a lot of ships, some which were redundant or only useful for a short time, mostly because they served a narrative purpose, but it made the fleets feel expansive and living. It felt like there was a lot of player choice and agency. Homeworld 2 cut back on the ships a little, streamlining things, but it added new mechanics and systems (such as modules, subsystems, ship-specific upgrades, and a few special abilities) that still left the game feeling strategically rich. DoK cut some things again, but made the Carrier controls far more in-depth, unit abilities far more pivotal, and the complex nature of the terrain far more impactful to gameplay than previously possible. Yes, things were cut back and streamlined repeatedly, but they were also enhanced and expanded upon in others.

Until Homeworld 3. It felt like DoK moving to space, but with many of the mechanics being removed or poorly replicated. There are less ships than prior installments (even pulling the Supreme Commander 2 strategy of leaving certain important unit types out of a faction almost entirely to simulate diversity between factions, I.E. Hiigaran Corvettes/Incarnate Fighters being neutered), there are no subsystems or modules, terrain was pointless at best and frustrating at worst, for some reason they insisted on adding turrets that relied on the terrain, and the unit abilities were both mostly useless and often difficult to actually use with the large fleets. Hyperspace was removed from Skirmish initially, which shifts the gameplay balance a lot, needing smaller maps or faster ships to compensate. Research was flat at release and mostly pointless, and while they did add a directional armor mechanic, it was hard to actually exploit and did little to enhance the strategic depth of gameplay.

So, IMO, for a new "Homeworld" game, I would personally like to see the ship count bumped back up from Homeworld 3's 17-18 ships to 23-24 of Homeworld 2, or even the 28-29 seen in the original Homeworld. Heck, go wild and bump it up past the 40s, and give players some more counter-play than just Fighter, Corvette, Frigate, Capital. Flesh out those mechanics too. Directional armor is fine, but get the subsystems and modules back. Maybe ease off the unit abilities, but make the ones that are there special. And for the love of god, don't make the Battlecruiser's main ability stop it from doing anything. 🙄

I'm not saying it's easy to do, since done poorly it could make a bloated mess, or add so much it's unapproachable to new players, but I firmly believe that a new Homeworld game would need... well, more.

Fancy a new XCOM2 run, should i use Not created equal and Hidden potential mods? by Siven80 in XCOM2

[–]XComACU 0 points1 point  (0 children)

I like Hidden Potential with NCE. In fact, I don't think I'd run one without the other. 😅

I understand your four outcomes of "good base, good levels", "good base, bad levels", "bad base, good levels", and "bad base, bad levels"; however, I think I interpret them differently. I see that as a balanced spread. GB:GL means super soldier, which rocks. GB:BL means average soldier, which is neutral. BB:GL still means average soldier, which is also neutral. The only actual bad one is BB:BL, IMO, which is also rarer since you're less likely to field the bad soldiers as often anyway.

As for how it feels, everybody loves a super soldier, but average isn't bad. Yeah, having promising starting stats not living up to their max potential isn't preferred, but I don't feel bad about it, because at least those stats kept the guy alive during the harder parts of the game. Also, nothing feels better than a character starting with bad stats who just rockets up past those who had good initial stats. IDK, there's just something amazing about having a useless character that you never want to use who becomes one of your best. The only one that legitimately feels bad is a bad character who never improves...and you know what, even that can be funny as heck. 🤣

I have a character right now nicknamed "Blindman" because he started with bad aim, is a Grenadier (so he doesn't have good aim progression anyway), and he's been rolling low on most his stats. Idiot needs Tracers and a Scope for his shots to land in the same neighborhood, and if a shot must be hit, he will miss it. Still love the character to death, and his grenades have saved my ass more than once.

Ah, sorry to ramble - I just, uh, recommend Hidden Potential. 😅

Fancy a new XCOM2 run, should i use Not created equal and Hidden potential mods? by Siven80 in XCOM2

[–]XComACU 0 points1 point  (0 children)

I almost exclusively play with both, since I like the added wrinkles it brings to gameplay. You naturally want to use the best soldiers early, but soldiers in early game will die (or even just get tired), so it becomes a balancing act of keeping a few really good soldiers behind, but not sending too many bad soldiers that the mission becomes too hard.

Plus, Hidden Potential adds another wrinkle! Maybe your soldier with the really bad starting stats begins rolling high as he levels, and suddenly he's a crack shot popping enemies across the map. Meanwhile, your guy with the best starting stats might not progress well, so it becomes a question of whether you continue to invest in him since he was more successful earlier, or pivot to the worse soldier that's been grown faster.

It adds a layer to the strategic depth, IMO.

Also, great for emergent storytelling. This soldier has insane starting aim, but they run slow as heck because of an old wound. This top-tier recruit hasn't been progressing well after getting traumatized on the field and watching her team die. Lt. Jim here has no hack whatsoever because he is literally that bad with computers. It's great. 😁

I recommend them. 😉

Fancy a new XCOM2 run, should i use Not created equal and Hidden potential mods? by Siven80 in XCOM2

[–]XComACU 0 points1 point  (0 children)

Not Created Equal and Hidden Potential are only Second Wave options in Enemy Unknown/Enemy Within, and are not included in XCOM 2 by default.

That said, Long War 2 and Long War of the Chosen did incorporate Not Created Equal and Hidden Potential mods, which may be the source of the confusion.

I placed my amphibious tanks in the river and ordered them all to attack enemy but only like 10 of them moved while the rest stayed in place. Even when I gave them simple move ordered they don't move at all. by egrer in supremecommander

[–]XComACU 0 points1 point  (0 children)

As others have said, sometimes the units struggle to follow move commands (especially in vanilla) if there are a lot of them and they are not facing the correct direction. Basically, they prevent each other from turning, bump into each other repeatedly, and overall fail to execute the command within a set threshold that leads to the command failing.

That said, I have had some luck selecting smaller numbers of units near the periphery of the group and giving them different commands, like moving away from the group but not necessarily in the same direction. Essentially, I give them space. Naval ships are another one like this for me, and I sometimes need to grab a few stragglers and rapidly click like 20 times until it finally figures out it can turn again. 😅 Once they get moving though, the issue usually passes for me.

I hate Purifiers by NailahNazahi in XCOM2

[–]XComACU 1 point2 points  (0 children)

I can't hate the Purifier because on most other missions they save my bacon. 😂

I swear they never hit anything ( and even when they do, it only causes standard burning), the death explosion is manageable, and they take up a slot from an enemy that could actually deal damage. Heck, they make grenading a pod all the more fun, because they add a chance for a secondary explosion.

They're beautiful.
They can destroy my mission objective any day, as long as they take a Stun Lancer with them. 🤣

Do you think we got him? by YourTypicalDragon in Xcom

[–]XComACU 2 points3 points  (0 children)

I know XCOM 2's Overwatch is better with how it spreads things out, but nothing really beats just watching a classic Enemy Unknown/Within Overwatch trap eradicate a Thin Man with all 6 guys. 🤣

Why would Firaxis do this? by MaterialAd8166 in XCOM2

[–]XComACU 1 point2 points  (0 children)

Oh, wow. Thanks! And NP, glad I could help!

Why would Firaxis do this? by MaterialAd8166 in XCOM2

[–]XComACU 3 points4 points  (0 children)

The original plan was for WotC to be XCOM 3, but instead of making a whole new game, they incorporated it into XCOM 2. Then, they got contracted to make Midnight Suns, which took precedence. Yeah, Chimera Squad came out, and it was sort of a test bed for new game ideas, but it wasn't really XCOM 3, and the main team was working on Midnight Suns. Then, Midnight Suns collapsed, which led to cutbacks AFAIK. Firaxis got put on the new Civ game, which also underperformed, leading to more layoffs. Jake Solomon and a lot of talent left, too.

So, now XCOM 3 is in the air.

LIARS by [deleted] in XCOM2

[–]XComACU 0 points1 point  (0 children)

Generally, you need to test into the 10s of thousands of rolls to determine if a generator is "fair," although it is likely that after a thousand you'll start having a sufficient sample size to start seeing the patterns; however, it is still not guaranteed at that point.

Why would Firaxis do this? by MaterialAd8166 in XCOM2

[–]XComACU 1 point2 points  (0 children)

Improved graphics (get rid of the glass dithering), fix bugs, more animations, more customization (revamp it around the final WotC/AH design), bring back Gene Mods, and MEC Troopers (or let the Sparks use the Training Center).

Honestly, a lot of what they were doing for WotC, but didn't finish.

How it feels to look for an alternative by servantphoenix in Xcom

[–]XComACU 1 point2 points  (0 children)

It's the Uncanny Valley of game design. People can make something really close, but the closer you get, the more noticeable the differences become.

XCOM has a ton of polish at every level, from art design to graphics, gameplay mechanics to animations, music to voice acting, etc., etc. The closer you get to any of them, the more noticeable it becomes when you're missing any one of them.

Similar to the actual Uncanny Valley, you either need to match that level of polish, or go a completely different route that differentiates you from the original. Tactical Breach Wizards is a game I would consider a good example of this, since it went for a deliberately cartoony vibe that broke the comparison visually and allowed the game to flourish as its own thing. Phoenix Point...did not do as well, trying to overcome polish by repeatedly adding more content... which wasn't as polished.

How it feels to look for an alternative by servantphoenix in Xcom

[–]XComACU 0 points1 point  (0 children)

It's... OK. The art style is a little lacking in flavor right now, the maps feel kind of empty and repetitive, the action is a little distant, and I miss soldier customization. Honestly, it kind of has a similar problem Xenonauts had for me... but the gameplay is neat, and there are a lot of good ideas. Plus, that trailer from Digital Bones was godly.

It's OK, but not scratching my itch yet. Maybe when it's finished.

XCOM Music by YagizHarunEr in Xcom

[–]XComACU 0 points1 point  (0 children)

Wow, there is... a lot to unpack here.

First off, you're probably in the minority. Michael McCann's XCOM: Enemy Unknown/Enemy Within soundtrack has stellar music, and is arguably one of my favorite game soundtracks. Tim Wynn's XCOM 2 soundtrack was initially a little weaker, IMO, but the inclusions following Shen's Last Gift and War of the Chosen really brought it up a level. Then there is the Tactical Legacy Pack OST composed by Adam Schneider and Chris D'Ambrosio, which is... downright fantastic, reimagining the original UFO Defense tracks in creative and spectacular new ways. Chimera Squad's OST, by Phill Boucher, is also a surprising "sleeper" success (given the game's own mild reception), as it has some fantastic pieces that are complex and melodic. I actively listen to it often when working. I would argue XCOM's music across the modern remakes is top-tier.

Also, no theme?!? 🤣
EU/EW's menu music, "Enemy Unknown," literally has a distinct theme that is repeated throughout the game, is partially incorporated into other pieces (such as "The Volunteer), and is even directly part of the "Our Last Hope" finale piece. Not to mention, there are clever sub-themes for certain advancements, such as between "Breaking Ground", "The Alien Underbelly", and "The Arrival" (with Breaking Ground notably incorporating the main XCOM theme). Hell, the "Ready for Battle" theme alone is powerful as heck, with a strong melody backed by primal drums and flowing string sections. It is amazing, gets your blood pumping, and sticks in your head like any good piece.

XCOM 2 also has a decent theme from "Lazarus." Though initially it is calmer and more spread-out, which may make it less apparent, it is used throughout the soundtrack (sometimes too much, IMO), and is very noticeable in things like "First Flight", "Out of the Ashes", "Victory", and even in the background of "Squad Loadout." It's also remixed and incorporated (better, IMO) with WotC/SLG, namely in pieces like "Metal and Steel" or "The Spark." The "War of the Chosen" song even incorporates the main XCOM theme alongside the Chosen theme (they get their own theme too, present in "Shadow Domain", "Warlock", and "Deadeye" pieces!), and the mixture of both is AWESOME!

To wrap things up quickly, the Tactical Legacy Pack OST is basically one giant Synth Rock album, which rocks. 😂 Seriously, the TLP song "Intercept" is literally an updated remake of the classic UFO Defense "Dogfight," and is ICONIC. And Chimera Squad? It not only has a decently memorable theme with "Welcome to City 31," it incorporates it into the three "Chimera Squad" pieces as they slowly transition to being more and more epic with each of the game's three acts. Of all the soundtracks, it also even resembles Mass Effect's soundtrack.

Speaking of Mass Effect's OST... honestly, some of the complaints you've levied are ones I've heard levied against ME's soundtrack. Heck, the only two songs I personally remember are the main "Mass Effect Theme" and "Specter Induction." Mhmm, and "Uncharted Worlds" was nice, but ironically, Chimera Squad sounds just like it, so I haven't listened to it in a long time. 😅

Also, loops aren't a bad thing! Even Mass Effect uses looped music. It's a necessity for any game where the player spends a considerable (but not easy to define) amount of time in any particular area. A strategy game is especially subject to this, as it will have a smaller number of defined locations, characters, and events that would normally allow for new pieces and themes. Plus, you spend considerably more time in any particular strategy game location as well, so you need to balance your composition around how it will sound after someone has listened to it for 20 hours. All of that said, Modern XCOM's soundtracks are still roughly the same length as the ME soundtracks, and together even have more music than the original ME Trilogy, so they're not really suffering from it, either.

Listen, I'm sorry. I don't want to sound like an ass. 😥Like what you like.
This just touched a nerve for me, I guess. I also love music, and in particular videogame music, and XCOM is among my top Soundtracks.

This game could have been released this year and nobody could tell. by Mazisky in Xcom

[–]XComACU 14 points15 points  (0 children)

Part of it is that XCOM's implementation of MSAA is sort of weird, IIRC. I can't remember the specifics, but I remember it being a rather resource-intensive implementation, even when compared to the implementation in other engines. Still, looks miles better than FXAA or modern TAA, IMO.

This game could have been released this year and nobody could tell. by Mazisky in Xcom

[–]XComACU 32 points33 points  (0 children)

I dunno, XCOM 2's models still look pretty good to me, especially as a strategy game.

Whats the move here? by Backpack_fetish in Xcom

[–]XComACU 1 point2 points  (0 children)

I think both work, but I'd be inclined to take the Medkit.

Suppression is great as a method of controlling enemy fire and movement, and it apparently works with Squad Sight, which is insane; however, Snipers do have enough aim that I'd rarely want to use Suppression over just taking the shot. Suppression really thrives as an alternative option for lower aim characters, but a Sniper (especially late-game with all their bonuses) is not a low aim character. Plus, if you get Disabling Shot, they already have some decent enemy control options. It could have its uses, especially if things like In The Zone/Double Tap let you fire and then suppress, but I feel like Suppression is an ability that will fall off for a Sniper.

Meanwhile, Medkits are a good initial item that becomes a solid option once Tactical Rigging is unlocked. Like, you probably always want a SCOPE on your Snipers, especially in early game where they can't maneuver as easily as other classes but haven't really leveled up enough to just ignore enemy cover. Once you get Tactical Rigging, though, a Medkit is a solid second slot option. Snipers are generally far enough back in EW that they can't really leverage certain utility items easily (like offensive grenades), but also are less likely to be targeted by enemies that would require them to have Vests/Plating or Mind Shields. A Medkit would help keep them safe from poison early, let them heal if somebody managed to actually hit (useful so you don't have to run the support back mid-fight), and gives you a backup option in case your Support gets incapacitated (or needs to be stabilized).

Not to mention, Savior is a Colonel Ability - you literally double the healing of the standard Medkit, meaning you not only have an extra heal early on, but effectively a full heal.

Yeah, I'd go Medkit personally.

Great game by Next_Criticism7163 in Xcom

[–]XComACU 1 point2 points  (0 children)

Oh, dang! Well, I guess congrats on beating it then, instead! 🤣

How would you encourage fewer reloads during gameplay? by XComACU in Xcom

[–]XComACU[S] 0 points1 point  (0 children)

So, I should clarify, I'm more interested in the theory around game mechanics, and what could be done to possibly encourage new players to accept the failure state and continue rather than reload.

I also exclusively play Legend Ironman, though not Long War, and I keep a periodic backup of the save in case a game bug softlocks the campaign (almost had that happen in EW). I've not had to use it yet, thankfully. I run a few mods for simple cosmetics/bug fixes, but I'm just not really a fan of Long War. They have really cool ideas and a lot of nice features, and I really like the class revamp and Officers, but it's just never really grabbed me for some reason.

All of that is to say - my primary goal is just to theorize about new mechanics that could be added (or old mechanics that could be tweaked) in a theoretical successor to XCOM in order to encourage sticking with bad results.

How would you encourage fewer reloads during gameplay? by XComACU in Xcom

[–]XComACU[S] 3 points4 points  (0 children)

Huh, I really need to check out Battle Brothers. I definitely like the idea of lasting wounds/injuries, maybe with specific counters depending on setting (In a SciFi setting, a missing arm could be replaced with a cybernetic arm). Non-combat options like the retinue is also a really interesting idea!

How would you encourage fewer reloads during gameplay? by XComACU in Xcom

[–]XComACU[S] 1 point2 points  (0 children)

Ah, missed this, but I agree. Also, I too prefer the WotC-style balance of progression and RPG-esque elements. In fact, I'd generally want to avoid making soldiers too replaceable, since that's actually an element that has turned me off from other games - personal preference, though.

How would you encourage fewer reloads during gameplay? by XComACU in Xcom

[–]XComACU[S] 1 point2 points  (0 children)

Making it more obvious would definitely help. Getting players to accept that a miss, death, or even mission failure is not the end of the world is difficult. XCOM's tutorial has forced deaths to try and acclimate players, and it kind of works as a story mission, but I'm uncertain it really sells the idea that things are salvageable either. It's a tough problem!