Article View: alt.games.x-com
Article #111Re: New X-COM Beta Test
From: ki... Joe Schulte
Date: Mon, 28 Sep 1998 00:00
Date: Mon, 28 Sep 1998 00:00
95 lines
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3846 bytes
Jakob (imma...@pacifier.com) wrote: : 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"? Yes, like in the Terrible Apocalypse. I didn't say that the game didn't have any redeeming features, did I? : >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"? See above, smart ass. : >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"? See above. : >: *A really cool ending FMV movie! : > : >I'd happily miss out on this for a good game. : <snip> Nothing witty to say here? : >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... Good for you. Your point?
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From: ki...@earth.execpc.com (Joe Schulte) Subject: Re: New X-COM Beta Test Date: 1998/09/28 Message-ID: <6uoi9j$epc@newsops.execpc.com> X-Deja-AN: 395693670 References: <7f%B1.1023$wN.329713@news.giganews.com> <6rm69r$3ca$1@heliodor.xara.net> <6ugrqr$kp2@newsops.execpc.com> <360caed7.0@news.pacifier.com> X-Complaints-To: ab...@execpc.com X-Trace: daily-planet.newsops.execpc.com 907005043 15148 (None) 169.207.16.1 Organization: Exec-PC Internet Newsgroups: alt.games.x-com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit