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Article #106Re: New X-COM Beta Test
From: Jakob
Date: Sat, 26 Sep 1998 00:00
Date: Sat, 26 Sep 1998 00:00
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This post was funny... >Are we talking something based on the first X-com, or the (IMO) terrible >Apocalypse. Assuming we're talking about the classic, here.... > >: *An inventory that is easier and less time consuming to use, > >Defaults. Don't arm guys based on what is loaded into the transport first. >I want to be able to assign Bob to a skyranger and equip him with X, Y, >and Z. You mean like in the "terrible Apocalypse"? >Unless I change that, I *always* want him to be equipped with X, Y, and Z. > >: *Higher screen resolutions and SVGA graphics + maybe zoomable tactical >: screen > >And on that, spooky environments. Hunting aliens in a farmstead was >nothing special - doing it at night with spooky music, crickets, and the >like was sometimes almost frightening. > >Meanwhile, running around a mall with neon everywhere and bright red suits >was just, well, bad. > >: *A prone position for my poor troops!! > >Crawling and the like would be good, too. You mean like in the "terrible Apocalypse"? >Maybe make them able to hide? >Base their chance of detection by an alien on cover, range, lighting, etc. > >: *Audio Speech along the lines of "Arrrrgghh! I`m hit!!!" when a soldier get >: shot by a gut >: splattering Plasma gun blast! Instead of "Xavier Harrison has died from >: fatal injuries" > >And when someone just plain dies (instead of bleeding to death), TELL ME >that "Xavier Harrison has died", don't just have him drop and have him >replaced by "corpse". Sometimes I'm not sure who just got bagged, and I'd >like to know. You mean like in the "terrible Apocalypse"? >: *A really cool ending FMV movie! > >I'd happily miss out on this for a good game. <snip> >Sounds good to me, but this'd take the game in whole new directions (the >stratgic play, not the deathmatch kinda thing). It'd be incredibly hard >for X-Com to win a game like this, IMO. The aliens wouldn't have too much >trouble discovering the general location of the X-Com base. Once that >happens, they can either avoid it or swamp it. <snip> >More stuff that is a good idea, but isn't really necessary. Making the >terrain less blocky would be nice, but besides that, I loved how the >modular terrain worked in X-Com. A lot of "the same" without becoming "the >same old same old". > >Also, PLEASE make sure terrain features are fully destructible. There have >been times when it would have been too costly to take a bunch of aliens in >a barn out. You mean like in "terrible Apocalypse"? >So instead I just set the thing on fire, or started systematically taking >out the walls. > >Making it so that a building could collapse after losing enough of its' >bottom structure would be nice, too. Ah, and that would be similar to the gravity in "terrible Apocalypse"? Personally, I liked the game... -Jakob
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From: "Jakob" <imma...@pacifier.com> Subject: Re: New X-COM Beta Test Date: 1998/09/26 Message-ID: <360caed7.0@news.pacifier.com> X-Deja-AN: 395093672 References: <7f%B1.1023$wN.329713@news.giganews.com> <6rm69r$3ca$1@heliodor.xara.net> <6ugrqr$kp2@newsops.execpc.com> X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3007.0 X-Trace: 26 Sep 1998 02:07:35 +0700, 216.65.140.91 Newsgroups: alt.games.x-com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit