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X-Com: the Redshirtening
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<blockquote data-quote="dd.stevenson" data-source="post: 6426654" data-attributes="member: 6683099"><p>This is something I've mulled over many a train ride, as I'm another old-timey xcom fan. Alas, all I really have are a collection of thoughts.</p><p></p><p>COMBAT:</p><p>--I think an ideal system would let you run 2-3 missions over a three hour session. Less than that and you would need to take a serious look at the implied pacing.</p><p>--Character build options should be sparse across the board, and death should be fairly common, especially early in the game.</p><p>--Tone would require some serious thought: will the aliens and technology be horrifying or amusing?</p><p></p><p>STRATEGIC VIEW:</p><p>--Which player/s would make the difficult strategic decisions? How will responsibility be handled?</p><p>--Are the players racing against the clock, or will the enemy strength scale to match what Xcom can currently handle?</p><p>--As far as I can tell, nothing prevents us from just lifting the strategic game from an xcom installment whole cloth, with only a bit of eyeballing necessary to get the pace right. But which one? Early xcom games were likely to be false starts; whereas EU suffered from a dumb, game-able economic model.</p><p></p><p>PLOT:</p><p>--The xcom franchise always suffered from a weak storyline; this is one area we could really learn from other franchises like warcraft.</p><p>--The final mission needs to be a real payoff, with a solid reveal or two at the end. Again, something to improve on.</p></blockquote><p></p>
[QUOTE="dd.stevenson, post: 6426654, member: 6683099"] This is something I've mulled over many a train ride, as I'm another old-timey xcom fan. Alas, all I really have are a collection of thoughts. COMBAT: --I think an ideal system would let you run 2-3 missions over a three hour session. Less than that and you would need to take a serious look at the implied pacing. --Character build options should be sparse across the board, and death should be fairly common, especially early in the game. --Tone would require some serious thought: will the aliens and technology be horrifying or amusing? STRATEGIC VIEW: --Which player/s would make the difficult strategic decisions? How will responsibility be handled? --Are the players racing against the clock, or will the enemy strength scale to match what Xcom can currently handle? --As far as I can tell, nothing prevents us from just lifting the strategic game from an xcom installment whole cloth, with only a bit of eyeballing necessary to get the pace right. But which one? Early xcom games were likely to be false starts; whereas EU suffered from a dumb, game-able economic model. PLOT: --The xcom franchise always suffered from a weak storyline; this is one area we could really learn from other franchises like warcraft. --The final mission needs to be a real payoff, with a solid reveal or two at the end. Again, something to improve on. [/QUOTE]
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