Wait, I thought Xcom 2 was a PC exclusive. Why can't we have that again? That sounds awesome.Kathinka said:So instead of the weird binary difficulty that you mentioned, we had a constant struggle for resources and manpower. And a real sense of loss when your highly experienced favorite guys died. But the war must go on.
I want that back. That along with a real inventory system, real randomly generated maps and multiple bases.
Sadly all this is too complicated for consoles and hence will not happen.
Wait, what? Most people lost? I lost a nation or two, but the entire game? Satellites, people. Just... liter the sky with those things. That reduces panic, it gets you the money, and you get into the fight..BloatedGuppy said:There's an interview with someone in Firaxis...they said something along the lines of "Most players lost their first playthrough of XCOM, so we're basing the story of the second game off of that". Narratively, it's more interesting than a scenario in which we won. I find the few people complaining about it utterly confusing. What did they want, exactly?
They need to balance the strategic game so that having a tactical mission go tits up doesn't throw the entire war effort off its axle, as it did on Classic and Impossible. It's all well and good to design this game where losses are part of the process, but losing your "A Squad" late in a campaign was a functional game over, because they didn't stagger their difficulty to the point where you could reasonably expect to level up neophyte soldiers, and they didn't sufficiently incentivize not putting your eggs in one basket (quite the opposite, actually). The result was this weird binary difficulty where either your successes snowballed into more successes and the end of the game was a cakewalk, or you just blew up on a single mission and lost.
So...absolutely. A mechanic that allows for the bungling of missions would be most welcome.
But what you're saying now is a little more impossible now. With limited numbers, your A gamers are always going to be the ones you're leading off with because the missions will only ramp up in difficulty. You don't have time to bring a green recruit up when the Aliens are ramping up their efforts against you.
Maybe if there was a mechanic that a really seasoned Vet has... I don't know, a Leadership score that inspires recruits to a level or two higher than when they are brought in. That would make those characters super valuable and you wouldn't bring them on every mission. Keeping some of your A game in reserve and simultaneously making mid and late game manageable due to losses.