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El_Cid

Didn't see a Xenonauts (the real X-com succesor) thread.

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http://www.xenonauts.com/

 

After the guys succesful foray into the world of Kickstarter, i'm getting my hopes up again for this title. If the other X-com by fireaxis misses as all other x-com remakes have to date, this may be the last hope for all us X-com fans, which makes it worth keeping an eye on :b:

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Ya, I have been watching it in the background. I expect it to be good, a true remake. But, was waiting until beta to actually try it out.

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I'm even more jaded than that, i'll not get things until they get a full release these days. I've just done too many alpha/beta test things in the past. But for sure this is looking like a good prospect :nod:

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The Xenonauts thread isn't in the indie section, it's in the Other games section, I started it postign the updates from the main site....but gave up after while when they changed the format of their homepage (Goldhawk Interactive that is), it's about 3 pages down in "Other Games".

 

I'm involved in the alpha and it's coming along quite nicely, definately has the feel of the original XCOM games with some nice additional touches, air combat is better, the animations are nice with some nice little additions like soldiers jumping over low walls rather than pathing around them.

 

Personally I would have liked to see something a bit more original in regards to base management, something a bit more complex than just slapping down buildings on a grid, but that's just me and wouldn't work for everyone.

 

I haven't downloaded the latest alpha yet (having some laptop issues) but I'm happy that I joined the alpha funding for what is turning out to be a nice looking game and a pleasure to play.

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.................

 

Personally I would have liked to see something a bit more original in regards to base management, something a bit more complex than just slapping down buildings on a grid, but that's just me and wouldn't work for everyone.

 

I haven't downloaded the latest alpha yet (having some laptop issues) but I'm happy that I joined the alpha funding for what is turning out to be a nice looking game and a pleasure to play.

 

Ah yes i thought i'd seen the thread around somewhere :nod:

 

What's your take on the base management in the fireaxis X-com? That is quite a departure from the original games system? And is the current system in the alpha of xenonaughts as detailed as in the original game (able to have as many bases as you can afford>allowing base specialization/able to have aliens attack your bases etc)?

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Not sure, I've seen only glimpses and suggestions as to how the firaxis model works, but it's certainly different. side-on instead of top down and the rooms get bonuses depending upon how you place them, certainly makes the whole base development thing more strategic....depends on how noticable the bonuses are and how user friendly base management in general is.

 

Xenonauts uses a very similar model to the original X-Com, you can custom build (specialise) bases depending upon their purpose, however I don't not think you have an unlimited capacity to build bases (if money wasn't an issue), there is a limit of about 8-10....I think. Of course you have an upkeep for your bases, the need to build storage rooms and barracks for people to live in and defenses....however in my games so far my base has not been directly attacked (not sure if this is simply down to the "easy" difficulty I'm playing on or if the base attack hasn't been coded yet, but it is meant to be there), so I do not know how base defense works, either with the defense buildings themselves, or the "ground" mission. However supposedly the technicians and such will pick up weapons and act as AI controlled militia....sometimes....this is a refreshing change to most x-com clones in which civilian units just run away and there are no other forms of enforcement (police and such)...they do actually make a difference, I've had a few games where the AI controlled militia have succesfully killed an alien or 2.

 

Tech tree is a little different, one of the biggest things I noticed was that when you research a corpse you are given a passive 10% damage bonus against that alien.....not sure about research against live aliens, I haven't caught any yet....mostly due to an apparant lack of any stun weapons....again not sure if this is intentional or just missing code.

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Not sure, I've seen only glimpses and suggestions as to how the firaxis model works, but it's certainly different. side-on instead of top down and the rooms get bonuses depending upon how you place them, certainly makes the whole base development thing more strategic....depends on how noticable the bonuses are and how user friendly base management in general is.

 

In the fireaxis game the bases look amazing, but that seems to be at the expense of some functionality gameplay wise. Iirc you don't get base attacks in the fireaxis version, and just the one base. So it's more like the 'throne room' screen in Civ(1) with some bonus things depending on what you build etc. Overall it appears to be part of the general streamlining that fireaxis are doing to the various game systems, so we'll have to see how that pans out. But yeah overall 'less' original X-com in an xcom remake makes me a little jittery, as we've seen a number of games use this approach and they never ultimately beat the original game, which is why most xcom fans still play it over the other versions.

 

Xenonauts uses a very similar model to the original X-Com, you can custom build (specialise) bases depending upon their purpose, however I don't not think you have an unlimited capacity to build bases (if money wasn't an issue), there is a limit of about 8-10....I think. Of course you have an upkeep for your bases, the need to build storage rooms and barracks for people to live in and defenses....however in my games so far my base has not been directly attacked (not sure if this is simply down to the "easy" difficulty I'm playing on or if the base attack hasn't been coded yet, but it is meant to be there), so I do not know how base defense works, either with the defense buildings themselves, or the "ground" mission. However supposedly the technicians and such will pick up weapons and act as AI controlled militia....sometimes....this is a refreshing change to most x-com clones in which civilian units just run away and there are no other forms of enforcement (police and such)...they do actually make a difference, I've had a few games where the AI controlled militia have succesfully killed an alien or 2.

 

Tech tree is a little different, one of the biggest things I noticed was that when you research a corpse you are given a passive 10% damage bonus against that alien.....not sure about research against live aliens, I haven't caught any yet....mostly due to an apparant lack of any stun weapons....again not sure if this is intentional or just missing code.

 

Sounds fine, i guess there are just bits that still need doing. They only got the kickstarter going quite recently, so i suspect missing/not fully relaized things are just normal at this stage :nod:

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I do fear then that the firaxis game might be a little too much like the UFO:Aftermath game, 1 transport unit, infinite interceptors and the tech not affecting the gameplay to a great deal....all with the intention of making the ground missions more "involved".

 

With luck, a demo will be offered!

 

Although to be honest UFO AI has made a decent effort in the xcom clones for being a free offering.

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