logan2323 Posted October 21, 2012 Share Posted October 21, 2012 I played and after several hours, I lost and i was fine with the losing but it felt weak. I was looking at the Player's base map on the main/universal floors and thought- What if after the lost in funds the aliens attack your base and the Player must allow time to get the scientist/engineers and injured soldiers to the Shuttle before the Alien's main ship is in range where the player's ship won't be able to escape. The concept is to have a situation where your soldiers are fighting wave after wave of aliens as you try to get the civilians to the shuttle But there will be a moment- Do you rush your soldiers to the shuttle or give the civilians cover even if it means the shuttle will have to leave without those soldiers. The alien ship would be the time ticking down as to set the tension. Other thoughts are to have a way to buy more time like you do in the bomb missions- can delay the explosion. This would give the stories of your X-com a deserving Lost game but how some sacrifice for others to live. Tom (Logan) Link to comment Share on other sites More sharing options...
DeMocha Posted October 22, 2012 Share Posted October 22, 2012 I think its a good idea. Honestly though i think a mission where one defends the base should be a normal part of the game...... For an interstellar armada to not even bother attacking (or at least to attempt to find) the HQ of a group that is causing a large number of their losses seems a tad unintelligent. In general i think their could be more missions than rescue/abduct/ship missions Maybe some missions where you go and help Allied troops defend against a UE attack.Hold the line missions where you defend against waves of UEs while civilians or VIP's escape.Attacking an alien stronghold/crashed UFO/supply barge alongside Allies.Assisting Resistance fighters in countries that have left XCOM due to high panic levels.Evacuating Civvies and VIPs from the regions that have left XCOM due to panic. This game has a lot of potential and i've been surprised that their aren't more 'looped' mission types. Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted October 22, 2012 Share Posted October 22, 2012 Well, there's a pretty spoilery reason why they don't attack the base. Link to comment Share on other sites More sharing options...
logan2323 Posted October 22, 2012 Author Share Posted October 22, 2012 I haven't beaten the game yet. Right now playing a Classic but then downgraded it to normal with the warspace mod. I like the warspace mod except the inflation for cost of satellites jumps to high to fast, but so glad my soldiers won't shoot each other,..after all they panic enough lol The base defend would be great addition - especially since it was in the original. I also wonder for expansions to the game will they bring in the concept -what happens if others get a hold of the alien tech and they go rogue - and become a faction to deal with.This rogue faction could also be fighting for funding or take yours away. The one issue I have seen is that the doomsday system with funding. It feels like gambling at a casino- over time you might have some wins but play long enough and the House always Wins- that what i felt with the doomsday meter. I don't see why if 8 countries leave and still have 8 left that suddenly the funding is pulled? I feel that the punishing you are on the player that in the design you need to give more options for the player to control. Example -1-Find ways to get a country back but make it a very deadly mission.2-Allow the player to still play till they have only 3 countries left then it gets pulled. You want a constant push pull so if you are losing there is always a way if you able to pull off a change and get back to the spot where you can build up again.It feels like if you make a few wrong decisions then your doomed 2 hours down the line, there is no way to get out of the hole- in most cases the funding per month. Link to comment Share on other sites More sharing options...
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