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Article #35340

Re: UFO: Aftermath

#35340
From: Bateau
Date: Tue, 23 Sep 2003 18:56
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____     On 23 Sep 2003 10:23:34 -0700
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>Bateau <Gamera@work.stomping.aza> wrote in message news:<8nd0nvg5p43hh4m3t17gre1a3ki5marn32@4ax.com>...
>> With the system they use (pause every time anything happens) having more
>> than 7 agents would be MEGA ANNOYING. I think you will be able to have
>> up to 14 agents at your base though.
>
>Found some more info on the game this morning.  Some good news and
>some bad news as far as I was concerned.  As to how many agents you
>control, I agree with you about controlling so many.  What I meant was
>more that since individual squad members are seemingly so few, you
>can't really use rookies as decoys, or what not.  So, no arguments as
>to whether its better to use a tank or rookies because they're
>cheaper. :)  In early Xcom terror missions, I was overjoyed to
>complete the mission with half my squad still alive.  This doesn't
>seem to allow for that type of thing.  It's not necessarily a bad
>thing.  I assume combat will not be quite as deadly to agents as it
>was with Xcom/TFTD.

Welcome to the world of UFO:AM's dumbed down gameplay :(

>> BTW there should be a new JA2 'stand alone addon' coming out next year.
>
>Next year?  I thought I had heard end of this year.  Hope you're
>wrong.  Can't have too many squad-level tactical combat games. :)

Probably. I don't remember. I'm surprised there aren't more fan strategy
games.
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From: Bateau <Gamera@work.stomping.aza>
Newsgroups: alt.games.x-com
Subject: Re: UFO: Aftermath
Date: Wed, 24 Sep 2003 02:56:37 +0800
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