OK, it has taken me well over 3 hours, but I have finally collated and typed up the questions and answers from the stream. If you would like to watch the stream which is approximately 1 hour long, you can find it here -
The stream has the full unabridged stream chat overlayed on the video. If you would prefer to just read the Q and A, they are presented below. JG is lead designer Julian Gollop and AS is lead writer, Allen Stroud
Q: If you ally yourself with Anu, can you get one of those blimps?
JG: Yes, you can get vehicles from other factions.
Q: The level in the demo is quite flat. Is there a plan to include more verticality?
JG: Yes. There will be multilevel terrain and buildings.
Q: The animations (soldiers specifically) aren’t final, right? They look very stiff, especially coming off of XCom 2
JG: Animations aren’t final by any means.
Q: Will there be MECHs?
JG: Well, there will be automated weapons platforms.
Q: How will return fire work? Will all enemies get a free shot at you every time you fire at them?
JG: Some weapons can allow return fire so long as the character has the ability to do it. Return fire is usually much less effective than your normal fire.
Q: So return fire is a speciality that will have to be acquired?
Q: Return fire does half-damage, right?
JG: At the moment, it’s half.
Q: Julian, you didn’t get the stretch goals with naval bases and underwater missions, but could they appear in the future as DLC if the game will be successful?
JG: They could be DLC, yes.
Q: Where did the name Phoenix Point come from?
JG: Phoenix Project is the name of the organisation. Phoenix Point is the name of the base you control at the start.
Q: What do you think the biggest weaknesses of the new XComs are?
JG: Too damn difficult!
Q: What practical benefits does being part of the Phoenix Project organisation grant compared to being a group of random scientists, soldiers and engineers who found a haven?
JG: Your first long-term objective is to find out what happened to the rest of the Phoenix Project cells.
AS: The factions have very clear technological and ideological differences.
Q: Will we be able to create mod for Phoenix Point?
JG: Modding support will be added shortly after release.
Q: I’ve been wondering how many more stories are going to be made. I’ve been absolutely loving them.
AS: There are three more stories in the box to be released. There are two stories that will be written later.
Q: Are big creatures like The Queen (or things like vehicles) going to damage cover etc. they walk/drive through?
JG: The large creatures will be able to specifically attack cover to get at you.
Q: Julian, will you be at E3 2017?
JG: I will be at E3.
Q: I did worry about the similar interface, UI etc (to XCOM) – are there copyright concerns?
JG: The interface is not the same as XCom. For a start, you select a weapon to show action icons and shoot zone. The shoot zone of the pistol is much large than the sniper rifle.
Q: Does damage in excess to what is needed to disable body parts still do overall damage, or is it lost?
JG: Yes, damage to body parts in excess is still taken from general HPs.
Q: How many “boss-type” aliens will there be? Not including the city size aliens?
JG: Too many! Boss type encounters will happen often, but not most missions.
Q: Is there an option to remove the reaction camera after shooting The Queen? Or at least reduce it? I can imagine that would get tiring fast.
JG: We only just implemented those action cams. It needs a lot of work.
Q: How much of the game is completed (in %)?
JG: Completion % is about 15%
Q: Will bosses change in response to your tactics like the common grunts, or are they fixed?
JG: Yes, bosses have multiple mutation variations.
Q: Will there be an officer system?
JG: There won’t be an officer system.
Q: Will I be able to write backstories for soldiers in game?
JG: Yes, you will be able to write bios.
AS: We’ve been having discussions on the soldier backgrounds. If you want to write them, we want to make sure you can fit them into the mythos.
Q: Is there a plan for any kind of specialised ammunition in the game?
JG: Yes, there will be specialised ammo.
Q: For that matter, will weapons track ammunition usage in the final game?
JG: Weapons will track ammo usage.
Q: Are all soldiers equal, or will there be a commander or commander skills?
JG: Yes, there will be commander-like skills.
Q: Can you move by double-clicking on a tile, or does it require you to click the tile, then the move button?
JG: You can double click a tile to move there.
Q: Is there going to be a “medic” specialist class? Someone that can stop bleeding and stabilise the wounded?
JG: There will be a “technician” class – has medic equipment and other support equipment.
Q: Will there be inventory micromanagement, like in the original X-Com?
JG: There will be a proper inventory system.
Q: We already know of the effects of disabling arms and legs – what happens with disabled heads and torsos?
JG: Disabled head removes willpower and perception. We are considering persistent mental and physical traumas; especially after playing Arkham Horror card game.
Q: How many vehicles are planned?
JG: We don’t know how many vehicles we can manage yet.
Q: Will there be weather & day/night cycles and will these have any impact on the effectiveness of your squaddies?
JG: There will be day/night/weather effects.
Q: Will you be able to permanently alter soldiers, ie. give them artificial limbs, eyes, other implants (or mutations)?
JG: You can give artificial limbs and other enhancements, based on New Jericho tech. You can mutate soldiers based on Anu tech.
Q: Geoscape: Will we be able to construct/conquer multiple bases and expand our influence in the old X-Com way?
JG: You can have multiple bases.
Q: Will the bodies of dead enemies be persistent? Can you cover behind dead enemies?
JG: Covering behind dead enemies will be a thing with our new “realistic ballistics” system.
Q: Will the game support 4K resolution?
JG: There will certainly be 4K support.
Snapshot Games Community Manager
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