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Article #106

Re: New X-COM Beta Test

#106
From: Jakob
Date: Sat, 26 Sep 1998 00:00
88 lines
3407 bytes
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>
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References: <7f%B1.1023$wN.329713@news.giganews.com> <6rm69r$3ca$1@heliodor.xara.net> <6ugrqr$kp2@newsops.execpc.com>
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