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Thread View: alt.games.x-com
1 messages
1 total messages Started by plj... Paul Jan Tue, 06 Oct 1998 00:00
X-Com 6: Opening a new can o' worms
#841
Author: plj... Paul Jan
Date: Tue, 06 Oct 1998 00:00
21 lines
1740 bytes
If technically feasable, wouldn't it be better to abandon the old one
soldier=one square system for something more flexible? The one thing
that interests me about the Real-Time Clickfests (heresy!) is the fact
that the units seem to move in straight lines from point A to B,
unlike the zig-zag diagonal movement of X-Com units. Of course they
don't, but the grid has smaller squares to create this appearance.
It might be something to look into.

If Microprose goes for a turn-based game (please!) adding highlighting
to show the furthest the active unit could move or locations he could
throw an object to would be good. I didn't like running out of TU's a
few squares from cover, or having to play twenty questions with the
computer ("can I throw there?" No. "How about here?" No....)

Another major factor is the AI. If Microprose is to make a turn-based
X-Com better than the RTCs, then the AI has to be better. No more
aliens loittering out of support range of the others, no more ufos
that are deathtraps for anyone coming in, or coming out, (Apoc) and
most importantly, no more wasting 10+ minutes hunting down the one
idiot alien who is panicing light-years from every other alien on the
map! (TFTD)
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