๐Ÿš€ go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: alt.games.x-com
Article #35376

Re: UFO Aftermath

#35376
From: malc
Date: Mon, 06 Oct 2003 23:35
99 lines
5012 bytes
On Mon, 6 Oct 2003, ยซ Les ยป wrote:

> >
> > + Lots of research
> > + A Fair number of aliens
> > + Large number of weapons (most of them fairly similar though)
> 
> most of the rifles have the same stats don't they? Except for bullet type in
> some cases.

the majority of weapons are similar, however the (miniscule) difference in 
stats does make an awful lot of strategic importance when deciding on a 
weapon; especially when half a kg of weight may mean the difference 
between being able to carry enough ammo to finish the mission or having 
a weapon with enough range not to worry about being mowed down before 
you can let off your first shot...
That said, I have found a couple of weapons I liked that seem to work and 
kitted my troops out with them almost exclusivly.  

> 
> > + Good range of mission types
> > + biiiiiiiiiiiig levels.
> > + pretty graphics
> > + good start/stop play system (but possibly not to everyones liking, I
> >   found it easy to setup decent manouvers and see them happen in
> >   "real-time" but when things go pear shaped it's quite a pain to get the
> >   guys to do what you want!)
> 
> I keep forgetting to cancel orders when a damn alien bushwacks my little
> squad so I can return fire. Waiting for them to all move to their assigned
> spots can be a pain under fire. 

It does turn into a bit of a piss and panic when they ambush a group of 
peeps, most of my squad movement problems come down to the irritating zoom 
controls...  

> Sometime the pathfinding is odd,
> specifically when opening doors in tight corridors, half the team try to
> walk to the other side the long way, just to fit into the pre determined
> pattern.

It is a pain in the arse!
Especially in 2 squares wide coridors :o(

> 
> > + easy to setup decent tactical manouvers and see them play out.
> > + ok-ish character development, and easy to get attached to characters[1].
> >
> 
> Pity you can't have different squads assigned to different military bases
> 

Meh, bases seem to be a bit of a joke really - they don't add anything to 
progressing the game other than speeding up R&D and having more diverse 
scenery to play missions on.

> > - dumbed down Geoscape (very little point to it, other than a pretty way
> >   of passing time between missions tbh)
> > - unable to enter building :-(
> > - annoying view controls
> 
> I agree, tilt should not zoom the it does.
> 
> > - easy to get your troops to max out their stats
> > - Unable to rename troops[2]
> > - Pain in the arse troop management.
> 
> I would like an easier way to swap weapons, instead of: put sniper rifle on
> ground move uzi from backpack to hands, pick up sniper rifle. Should be able
> to assign that to a button, like swap weapon or some such.

Trying to work out if you are adding a command to a soldier's list of 
things-to-do or creating a new list has foiled me on many an occasion - 
especially when under pressure...

> 
> > - No terror missions (although that is explained, what with pretty much
> >   everyone being dead /already/)
> > - No economy so no cash management (same reason as no terror missions)
> >
> > Overall though, the game really is *fun* - the Pros do outweigh the Cons,
> > by a significant margin. However it does remind me more
> > of Abomination (if anyone remembers that[3]) more than UFO:EU with it's
> > focus on the tactical missions across cityscapes[4] rather than the even
> > split between strategic and combat missions.
> >
> > I guess the question is if I will still be playing it in ten years time.
> > I'm pretty sure that the answer is no, but for the next few months I'll be
> > happy freeing the world of alien scum! :-D
> >
> > - Malc
> 
> 
> overall I feel the same way about the game at the minute. Still doesn't feel
> as free as X-Com1+2 if you know what I mean, but not a bad game overall.
> 


- Malc
Technical Details
Message-ID: <Pine.LNX.4.50.0310070013400.2109-100000@localhost>
Path: mbox-mo1.pugleaf.net!text1.nnrp.aus1!firehose2!nntp4!intern1.nntp.aus1.giganews.com!border1.nntp.aus1.giganews.com!nntp.giganews.com!news2.euro.net!newshub1.home.nl!home.nl!skynet.be!skynet.be!landlord!wards.force9.net.POSTED![192.168.0.13]!malc
References: <9l4qnvs9vc2fl8fka5f34vhq0fn96ossj3@4ax.com> <bljhrq$esf$1@lust.ihug.co.nz> <Pine.LNX.4.50.0310060924460.2165-100000@localhost> <bls5kp$fr4al$1@ID-179240.news.uni-berlin.de>

Show Full Headers
Complete Article Headers
Path: mbox-mo1.pugleaf.net!text1.nnrp.aus1!firehose2!nntp4!intern1.nntp.aus1.giganews.com!border1.nntp.aus1.giganews.com!nntp.giganews.com!news2.euro.net!newshub1.home.nl!home.nl!skynet.be!skynet.be!landlord!wards.force9.net.POSTED![192.168.0.13]!malc
Newsgroups: alt.games.x-com
From: malc <malc@NOSPAM.gothcorp.co.uk>
X-X-Sender: malc@localhost
Subject: Re: UFO Aftermath
In-Reply-To: <bls5kp$fr4al$1@ID-179240.news.uni-berlin.de>
Message-ID: <Pine.LNX.4.50.0310070013400.2109-100000@localhost>
References: <9l4qnvs9vc2fl8fka5f34vhq0fn96ossj3@4ax.com> <bljhrq$esf$1@lust.ihug.co.nz> <Pine.LNX.4.50.0310060924460.2165-100000@localhost> <bls5kp$fr4al$1@ID-179240.news.uni-berlin.de>
MIME-Version: 1.0
Lines: 115
Date: Tue, 7 Oct 2003 00:35:31 +0100
NNTP-Posting-Host: 212.159.101.29
X-Complaints-To: abuse@plus.net.uk
X-Trace: wards.force9.net 1065483446 212.159.101.29 (Tue, 07 Oct 2003 00:37:26 BST)
NNTP-Posting-Date: Tue, 07 Oct 2003 00:37:26 BST
Organization: Customer of PlusNet
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit