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Heh. There's a textbook example on how you put time pressure on the player without something as peasant as turn limits in the original x-com.

Terror missions. Having to save your civilians (and trying to not get overwhelmed by chrysalids that spawn from the corpses) is excellent time pressure. Move or lose.

But whoever designed the "new" x-coms didn't notice that. The days of subtlety are gone.

Btw, the reason overwatch turtling is the preferred strategy in the "new" x-com 1 is because, especially in the beginning, being surprised costs too much. Another way to encourage the player to move faster would have been to give them more recovery options. Or even something as simple as more than two hitpoints for rookies.




Though the terror missions are still there in XCOM 2.

Regarding the overwatch turtling, another issue is the pod system, as the player will always meet a group of aliens, which, so activating a pod is more dangerous than just sighting an alien in the old game. But trying to play without the Overwatch crawl makes for an interesting challenge.




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