Article View: alt.games.x-com
Article #114Re: New X-COM Beta Test
From: m... kEvin
Date: Sat, 22 Aug 1998 00:00
Date: Sat, 22 Aug 1998 00:00
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1797 bytes
In article <7f%B1.1023$wN.3...@news.giganews.com>, Christopher Dudley <cdu...@mail.inspired-designs.net> wrote: >Thank you everyone for your enthusiastic responses. I have taken all of >your names. I am going to turn in a project proposal to Microprose in the >next couple of days. >Now I ask you, the players, what would you like to see in a redo? Correct the bugs in the "go to" routines. I hated having soldiers run way out of the way (invariably into a prox grenade or enemy fire) when there was a simple and obvious path. (And the continual hover in X-Com III when you select an area they can't get to is irritating as well. Correct the axial tilt of the Earth. (6 months of sunlight above the arctic/antarctic circle followed by 6 of night.) Make it easier to set up and save a squad configuration. I came to despise the need to move weapons around before every battle in X-Com I, and while X-Com III did it better, you still had to go back and add grenades and clips. Keep the battles small. I thought X-Com II was much worse than X-Com I because of the size and length of the battles. You might want to reduce the carrying capacity of the skyranger or do something similar. More variety in the tiles. Use the X-Com I interface or make the X-Com III interface much simpler. kEvin m...@primenet.com
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From: m...@primenet.com (kEvin) Subject: Re: New X-COM Beta Test Date: 1998/08/22 Message-ID: <6rni7o$lo2$1@nnrp02.primenet.com> X-Deja-AN: 383756460 References: <7f%B1.1023$wN.329713@news.giganews.com> Organization: Primenet (602)416-7000 X-Posted-By: m...@206.165.6.207 (me) Newsgroups: alt.games.x-com X-Complaints-To: ab...@globalcenter.net MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit