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XCom 3 - What would you like to see in it?

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  • 30-12-2018 7:21pm
    #1
    Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,260 CMod ✭✭✭✭


    I was playing a bit of Xcom over Christmas and it got me thinking seeing the end of Xcom 2 movie which never got turned into a DLC (as I was speculating at the time) and it got me thinking what would I like to see in Xcom 3 compared to what was in XCom 1 & 2 from a gameplay perspective.

    Personally I prefer XCom 1 over 2; I found the game play of 1 preferable over 2 to be honest. The fighting to keep countries to remain, having to place the fighters (though the flight game mechanics were poor) etc. Hence my personal wish list:
    • Good story missions - Xcom 1 Whale hunt, base invasion, find General under attack, Bridge bomb, terrorist escort etc. were imo far superior to what we had in Xcom 2 from a game play perspective
    • Slower combat was better combat
    • No flipping global project stressing things out for no reason
    • More (but weaker) enemies; why not have 30+ weaker enemies rather than the constant 12 to 18 on every map
    • The city attacks from XCom 1 when hit 5 terror as a way to do a harder mission to stabilize was a good idea
    • Less gambling in research rewards (i.e. if I want AP bullets I should get them)
    • Bring back an enemy human faction and have them drop in on you randomly
    • The odd time based map such as bomb disposal is fine; every single map being a "do this in X rounds" is not
    So what do you want to see in Xcom 3?


Comments

  • Registered Users Posts: 22,929 ✭✭✭✭ShadowHearth


    Loved the first one and completely hated second one.
    If they make more like first one, then I am all game for it.

    And for the love of god! No more timed gameplay. It was the worst decision they mae with second game. Completely turned me off.

    If for next game they want implement the whole stealth and ambush system, then they need to take notes from Mutant: Year zero.


  • Moderators, Society & Culture Moderators Posts: 9,663 Mod ✭✭✭✭Manach


    It might be a bit of an unpopular opinion, but more emphasis on interceptors and building up base/XCom base defence.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,260 CMod ✭✭✭✭Nody


    Manach wrote: »
    It might be a bit of an unpopular opinion, but more emphasis on interceptors and building up base/XCom base defence.
    I'd love that; I remember in one of the older games that when the aliens invaded you had to fight in your actual built base and the layout etc. was important due to it. I'd love to see something like that actually matter again and even have some risk vs. reward (i.e. let's say I build a alien zoo area that gives me + research time but risk of breaking free / assisting aliens in case of invasion etc.).


  • Moderators, Social & Fun Moderators Posts: 28,633 Mod ✭✭✭✭Shiminay


    For me, the game should be about preparing Earth for the retaliatory strike, so multiple bases, a standing army rather than the small secretive organisation like the first game.

    Sending multiple teams out like Long War 2 and giving a greater range of missions that might require 1 or 2 on a team for a stealthy whatever versus others that require 2 or 3 full teams for an all-out assault (or defence) of things. Start with the "current" science level as of the end of X-Com 2, so plasma weapons, psi-ops, heavy armour, etc. Make it about shoring up Earth's defences, reclaiming the planet and fighting pockets of Advent as well as discovering the implications of the ending of X-Com 2 (I don't wanna spoil it, but those of you who've finished the game know what I mean). There's great potential for surprises there.

    Research should focus on building planetary defences, early warning systems, spacecraft, etc Officer training should return to allow for the creation of specific types of squads and so on.


  • Registered Users Posts: 2,932 ✭✭✭YouSavedMyLife


    Dinosaurs


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  • Moderators, Category Moderators, Social & Fun Moderators, Society & Culture Moderators Posts: 22,163 CMod ✭✭✭✭Ten of Swords


    A proper inventory for each soldier

    Underwater missions

    Vehicles (APC, Tank, bi-pedal walker, drones etc)

    Multiple bases

    Detailed control of intercept of air defence missions (like Xenonauts)

    Human enemies (EXALT)

    Higher squad cap

    More nations in the Council of Earth (XCOM originally had 32 but this was knocked back to 16 for the final game, but thats why you see soldiers with patches from Ireland, Ukraine, South Korea, Israel and a few other countries)


  • Registered Users Posts: 4,165 ✭✭✭Captain Obvious


    A mash up of the Long War mod for the first game and the vanilla second game with the addition of better base building, interceptors and a better inventory system. Bring back Vahlen and mechs and gene mods too.


  • Moderators Posts: 5,554 ✭✭✭Azza


    The time limit on missions in X-Com 2 was great. Hope its kept. X-Com 1 was too easy too exploit by just sitting back with overwatch and letting the enemy come on to you and get slaughtered. You can autopilot creep your way around the map like that. The time limit forced people out of their comfort zone and to make decisions. It suited the setting of the game well. X-Com as a guerrilla force need to get in and out and fast before the enemy shows up in overwhelming numbers. Once the mechanics of the game are understood its not really a problem.

    Perhaps they could of improved the A.I to achieve the same goal but I doubt its possible to do A.I that can can challenge a human opponent without cheating. Adding a timer was probably the easier option but it worked, it made for better more varied game play in the long run.

    I really enjoyed both X-Com games but overall a game closer to X-Com 2 than one would be better. I would like to see a more in depth UFO intercept game and more clear cut research paths.


  • Registered Users Posts: 19,527 ✭✭✭✭Osmosis Jones


    A "Squad Overwatch" button.


  • Moderators, Social & Fun Moderators Posts: 28,633 Mod ✭✭✭✭Shiminay


    A "Squad Overwatch" button.

    Already has one :)


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  • Registered Users Posts: 19,527 ✭✭✭✭Osmosis Jones


    Shiminay wrote: »

    And I was so close to whitetexting my comment with "yes I know they have mods for that" :p


  • Registered Users Posts: 19,527 ✭✭✭✭Osmosis Jones


    Something I'd like to actually see more of though is more nemesis system-style enemies like The Chosen. Ever-present threats that can show up on any mission and have unique abilities on each playthrough.


  • Registered Users Posts: 15,258 ✭✭✭✭Vicxas


    I'd like more variety on weapons, 2 seemed to limit you in what you could wield. Felt it took away from the guerrilla nature of the game.


  • Registered Users Posts: 591 ✭✭✭Sieghardt


    an engine that doesnt constantly feel like it's about to fall apart at any second
    Less rushing to do things on timers both in missions and globally
    a longer campaign with more grand strategy decisions to make
    more weapons, armour, mechs etc with a smoother development curve
    vehicles and larger scale combat against larger mechs and aliens
    more trading blows, pushing forward and back on the battlefield instead on instant kiling almost everything based on whoever sees the other first
    not having 75% of the content seperated into DLC packs


  • Registered Users Posts: 3,405 ✭✭✭Lone Stone


    i would love a version where the map is populated with missions i can choose to do with out a poxy timer wrecking my head non stop and a larger base building/defending aspect and a change i dont think i could do a 3 game that's more of the same, maybe playing as the alien's invading another world or some thing to mix it up a bit.


  • Closed Accounts Posts: 1,539 ✭✭✭The Specialist


    I would love an updated Apocalypse.


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