If there was going to be an XCOM: Enemy Unknown sequel, what changes would you like to see?

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Noswad

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Mar 21, 2011
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Just a small thing but I missed it quite a bit, the ability to gradually move your troops from the Skyranger one by one, some of the landing zones just don't have enough cover at the beginning.
 

Pink Gregory

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Jul 30, 2008
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EmperorZoltan said:
Snippety snip.
I agree entirely; I can handle basically it being implied that I'm a **** for enjoying this one more than the old one, I saw some guy comment somewhere that Xenonauts had 'more heart' than the Firaxis one. What's that even supposed to mean? It more closely resembles the original X-Com means it has more heart? What?

I've not really seen any justification for not taking out some of the more overcomplicated features other than 'That's what the original did'. The original is still there, it has considerable replay value; this is a different game, and remaking it with a new coat of paint would be largely pointless for a non-independent developer that needs to shift copies.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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rhizhim said:
- humanoid chryssalids.

yes, you read right, the ones that turn their victiom into a zombie and these zombies become after a short while chryssalids themselves.
But the chryssalids in the new game do exactly that. Although from what I've seen in gameplay video of the older game, the victims become zombies immediately and only turn into chryssalids when you kill them. While in the new game, they turn into zombies after a turn and then become chryssalids only if you take too long to kill them.

As for the design, well that's personal preference so I can't argue with you about that.



dvd_72 said:
You're supposed to be some elite organisation whose goal is to stop the alien invasion right? So how is it that a group with that kind of money and backing can only have a single group out at a time?

So yea, the ability to field multiple squads on multiple missions. Maybe have the ones not under your control succeed or fail on a probability influenced by the experience and equipment of the soldiers you send out.
I like that idea. It allows you to keep the whole hard choice system while still being able to try to save other countries. Do you risk sending some of your better soldiers out on their own without your guidance while you try to defuse another situation? Or do you just simply not take the risk and leave that country to it's fate?

It can also force players to invest more money into buying troops. Which, I'll admit, wasn't really something I did much as I didn't really lose too many soldiers for it to be a major problem.
 

ZZoMBiE13

Ate My Neighbors
Oct 10, 2007
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I'd mostly be happy with more of the same. Only a bit more polished the next time around. It is a sin to have included their Ironman mode in a game that was so bugged out. If I screw up and lose a squad, fine. My bad. But when I clear a room and then the Giant Robot Death Wagon drops in through the wall and can target me while I cannot target it, that's a load of horse shit on toast right there.
 

Akytalusia

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Nov 11, 2010
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just let me build more than 1 skyranger. seriously. who's brilliant idea was limiting it to 1? that military tactician and the one responsible for hiring him should be fired immediately.
 

BakedZnake

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Sep 27, 2010
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Why a sequel? Why not like the good old days, and bring out an expansion pack every 6-12 months, less of these stupid mini dlcs with 1 new character or more ways to colour in your rookies before sending them off to die. Also, FIX YOUR DAMN GAME
 

shrekfan246

Not actually a Japanese pop star
May 26, 2011
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Larger, less linear maps would be nice.

Eight squad members instead of six could be cool, but more than that would feel unnecessary to me unless they completely retool the balancing.

More missions/more randomized missions to keep subsequent play-throughs fresh.

More weapons/armor/soldier customization options.

More skills to pick from in the leveling trees.

Different naming system for the ranks. I don't know about everyone else, but I always think it's weird in these military-style squad games when you've got a squad completely comprised of Colonels just wading in on the front lines with no backup. Especially since the military (at least in the US) has a freakin' ton of different ranks. That's just a personal preference thing though.

Having "Fire" not use up both Actions if you haven't moved yet would be nice, if the Action system doesn't change. Maybe give an extra Action-per-turn to fully-leveled soldiers? That would require a bit of rebalancing as well, of course.

Also, change the camera. The cinematic camera while firing is neat and works for the most part except for the times you're just looking at a wall, but
A. Have the AI actually fire out of the correct direction to get a decent bead on the target
and
B. Having guns clip through cover is hilarious, but really pulls you out of the experience when they're firing through three walls and still kill the enemy.
Also the camera really likes freaking out inside of multiple-layered buildings/UFOs, that could use some work.
 

triggrhappy94

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Apr 24, 2010
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Game Informer had a pretty good interview with one of the X-Com guys, and they brought up some really points.
I can't remember all of them but I know one of my favorites was the ability to get heavy weapon (even if they were limited) and straight destroy the enemy.

Air support would be really nice--or they could at least have a bit that explains why we can't just carpet bomb some of the downed space ships.

Defense--not just base defense, but it'd be fun to have to defend all the workshops you build. It'd be fun to be dropped into a zone and have to defend it.

More customization. I can really only choose between (at least for caucasian) Norris God, Jonah Jameson, generic white guy. I'm already playing Norris God, but I have more than two white friends.
Also, the ability to change gender and nationality would be so much better, I was surprised to find it wasn't included.

Do some thing with the SHIV. I really felt like it was a waste--I didn't have that many engineers though. It was expensive, super inaccurate, and got shot all the time because it couldn't use cover or duck behind walls. I think it should be that the SHIV can't "die" just taken out of service and repaired aftered the mission--after a long time, and with a possible cost.

Fix the graphics pop in problem. There's no reason it should take so long to render the holo-globe.

More mission types--in addition to defense. Deffenately would help with long play.

More research branches. Research is one of the key parts of the game there should be more to do.

A suburbia ("Nuke Town") style map would be really cool.

One or two large skirmishes would be really cool.

Steal some ideas from Evil Genius. Maybe have to change base locations, or gather representatives from different countries.
 
Apr 28, 2008
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1: More map diversity. Maybe have the city maps reflect the culture of the country their in, some farmland maps, some arctic/desert maps.

2: Some more enemy variety would be nice.

3: Something like their "second wave" mode they didn't get to finish, to make replays more diverse and interesting.

4: Base attacks, or perhaps have live aliens you capture attempt a jailbreak.

5: More accents for soldiers.

6. More countries.

7. Ability to choose where the Skyranger lands. Just think it'd be a cool feature to have.

8. A bit more customization options in the forms of scars and tattoos for the soldiers.

9. Ability to play as the aliens invading Earth. You know, maybe part of that "second wave" thing. Could be fun to crush the tiny humans.

10. Some more mission variety would be good.

And yeah, that's it. I really liked everything else. Even the small squads. Anything bigger and it'd just go the old XCOM way of rushing rookies and then mopping up the rest with your good soldiers.
 

perkl

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Mar 15, 2011
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The next game should be pausable realtime. I estimate there is slightly less chance for this than a squadron of flying monkeys delivering the turn-based sequel in stores everywhere.

At least have the decency to make more interesting maps. If you're gonna have flying suits, you could very well have an assault on floor 98 of a skyscraper. Part of your team enters from roof, part flies around the windows to provide sniper support or make surprise flanking movements. There's also no reason the fights can't take place around famous landmarks, such as Kremlin, Pentagon or Canberra opera house.

Unfortunately the game was a disappointment to me, so I don't expect the sequel to change the fundamental things I dislike.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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Irridium said:
And yeah, that's it. I really liked everything else. Even the small squads. Anything bigger and it'd just go the old XCOM way of rushing rookies and then mopping up the rest with your good soldiers.
I agree somewhat. I kinda like the idea of having a squad of elite soldiers a bit better than having a large group of cannon fodder.

I do wish the squad was slightly larger though. Not too big, not too small. Just right.
 

Ed130 The Vanguard

(Insert witty quote here)
Sep 10, 2008
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1) A larger squad size.

2) More accents.

3) More bases.

4) Patrol routes for fighter craft.

5) Air Support in the form of missile strikes.

6) More countries.

7) More varied maps.

8) An actual inventory for your soldiers (or at least more slots at higher ranks or better armours).
 

Bejne

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May 15, 2013
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I'm going to add a couple of things here that have not been mentioned:

In the new XCOM I blast away a wall below and the top part of the building stays there. It didn't in the original 20 years ago. This needs sorting. In XCOM apocalypse when you knew you had aliens hiding up on the 3rd floor, did you send your troops up to fight, or did you blast away the below walls bringing the whole building crashing down?

Also, I don't like the squaddies being automatically assigned a soldier type. I liked in the original having to weigh up each soldiers individual attributes and assigning them myself, such as high strength = give him the rocket laucher.

I also agree with what others have mentioned re.

randomly generated maps like original
aliens attacking our base
more numbers in squad
varied accents
original inventary where you can sell items on market
larger maps
and more intelligent aliens

Regards,

Bej
 

CannibalCorpses

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Aug 21, 2011
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Where to begin. Well a good start would be to put back in all the things they took out of the original.

The animations are fucking terrible with people shooting rounds out of the back of the gun, through 7 pieces of terrain, through the floor and still killing the enemy with a headshot. Actually being able to hide behind cover would be nice but alas, those corners make you open from all sides. The ability to lie down. A research tree that doesn't end after the first 20 battles. A squad large enough to make good tactical options. A better levelling up system that allows some difference between soldiers. UFO's crashing into water and not needing to be mopped up everytime.

I loved the original but the new version is so badly chopped up that i consider it a failure. They should go back to the original and start from there, discarding the new version as a failed test run.
 

Bertylicious

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Apr 10, 2012
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I'm going to parrot the cries for a superior interception mechanic. The one they had was a bag of nappies. Also maybe pilots can level up as well?

I think SHIVs were somewhat squandered. In the original your landing craft were so huge that you could take loads of dudes as well as having a platform. In the new game they repeated the error of the Aftershock of having drones taking up squad member's valuable seat. This meant you never used them.

Other than that I think it was okay. Base defence was actually very tiresome and I can do without it. Mayhap y'all got a point about the game feeling too reactive though. What if you can set up garrisons in countries to protect from terror/abduction?
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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Oh hey! It's one of my old threads! :D

But yeah, here's hoping XCOM: EU gets a sequel sometime in the future!
 

Pulse

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Nov 16, 2012
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KEEP:

The squad size.
I'm actually fairly happy with 6, possibly take it up to 8 but not more. The thing is, the larger your squad size the longer each turn takes, and the more damage output you can dish out completely unanswered. IMO it might make it slower paced and easier.

The current limits on movement and shooting.
IMO the move-shoot-move/shoot-move mechanics some people are suggesting would just make it easier than anything else when the current system has no actual downsides. Sure it might seem unfair that you can't shoot then move, but that's a factor you need to consider when weighing up your options, a tactical choice rather than an automatic decision. Some of the best moments in xcom are when a chrysalid gets too close, if I know I can run away from it if I miss then what's the downside?

Map size.
The range of map sizes was pretty much spot on. Maybe more of the larger map size could be used, but I can imagine tensely creeping forward over massive maps becoming tiresome.

CHANGE:

Global panic:
Whatever they do they definately need to sort out the global panic/drop out system. The Game was actually at it's most manageable after 7 countries dropped out, with no real detrimental effects on the gameplay or the narrative. This ties in to the difficulty curve, it's most difficult and tense at the beginning.

Interceptions:
The whole interception system, it could still be chance based, but give us more options.

Squads:
Some sort of squad affinity. It's hardly essential but I'd like the game to reflect how a a group of soldiers have gone on multiple missions together might have better cohesiveness than a group never fielded together before.

MORE:

Everything really...
Tech trees/branches.
Soldier variety/customisation.
Missions : defending/escapes/last stands
 

OneCatch

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Jun 19, 2010
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veloper said:
More than 1 skyranger.
If I have the resources and the soldiers, I should be able to tackle multiple abduction sites all at once.

Make those skyrangers cost alot more than interceptors though.
Yeah, this. Being able to send multiple squads to different objectives at the same time would be cool. You could even add the option to repeat missions with another squad if your first attempt failed, or even rescue soldiers left behind on the first attempt.

It could make the gameplay a whole lot more dynamic - with the option to be sure that you got one objective completed by sending everyone there vs taking a risk and attempting to complete multiple ones. It would also encourage diversifying your squads and equipping them properly instead or having one ridiculously levelled squad and about 40 noobs.

Hell, you could even have multiple bases which needed garrisoning to prevent alien attack on them.

I'd also like time to play a bigger part: "Sending your only squad to the other side of the world? Better hope nothing else attacks elsewhere while you're gone." type of setup.
 

Pink Gregory

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Jul 30, 2008
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I can generally agree with much of the streamlining in XCOM over X-Com; interception aside, but interception's always been a bit shit. Oh alright, and the linear upgrade path. At least in the tactical game anyway, the strategy game's more bare-bones than it needs to be.

That aside, I'd very much welcome the re-introduction of free-aim in the tactical game. That being said, I have seen an argument that, coupled with the infinite ammunition of XCOM, that this could lead to a player mowing down the scenery instead of playing tactically. Perhaps that could be balanced out by the aliens trying to accomplish other objectives, other than 'kill XCOM operatives'?