Jump to content

Core design issues I have with xcom:eu


Sgallaty

Recommended Posts

Knowing what we know at this time? I don't think that deep mechanics changes can be done. I'd like to see if other people have come to similar conclusions and gauge the reception.

 

I'm happy to say that as of today, you're wrong about that.

 

We've already had access to the internal game scripts - I have a separate thread about that. And Daemonjax finally figured out how we can override them with our own (see the First Steps thread).

 

So your next steps would involve studying the class & perk code, and rewriting it to suit your vision. You would also need to modify the UI files, such that you could display and show all perks instead of just the ones associated with each class.

 

Anything is possible now... it'll just take a lot of work.

 

I am happy to be wrong about this.

 

It was my impression based on the comments from the developers that there would be a high degree of modding support.

 

So first task is going to be to figure out what other people have learned and start getting my mod dev environment set up. I'll start up a specific mod topic for it when I have something to show.

Link to comment
Share on other sites

I really don't understand the need for 'classes' at all. it puts a huge layer of inconvenience and does nothing but interfere with playability. Having troops randomly promote to a class is a baffling design as well. As if some commander tasked with saving the world would desperately need assault troops and have 10 new troopers and just let them decide to be whatever they wanted to be. It doesn't feel right to recruit 10-20 at a time just to get 3 of one kind.

 

 

While I don't mind the class-system per se, I think its implementation in the game is a bit odd and involves too much randomness. On both my first and second playthroughs I was desperate for support-guys (those triple-use medikits are probably the most important item/perk in the game, lol) while at the same time I was drowning in snipers. And since the game seems to randomly decide on class assignments on the first promotions, there was no way for me to counteract this trend. Like, say, promote a rookie to "Support" yourself early on and then try and train him up to useful levels by sending him on missions. The way it is now, I feel that you just have to be lucky to either get a support-guy as a reward or to get the right (random?) first promotion.

 

I'd also love to have the option to train guys off the battlefield. This could be done in the Officers School and by using an experienced guy as a trainer - and progress should be slower than by doing actual missions and should probably be limited to a certain rank. Read: You can't aquire a rank higher than, say, Lieutenant through training. Kinda like what you could do in "Jagged Alliance 2".

 

E.

Edited by 1elvis
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...