19 September 2017
- Last edited 19 September 2017
Comes Moesia said:
Problem in XCom (remakes) is that soldiers scale to infinity and beyond. What the hell is a "ability"? Killing opponent somehow breaks time-space continuum and doesn't cost time? Holo-targeting is achieved by attaching holo-targeter on your gun or carrying it in your hand, not becoming Field-Marshall.
Maybe using a holo targeter requires dedicated training, or holo targeters are in limited supply, or tactics doctrine dictates that a given squad member is affected to holo-duty of whatever. I don't mind a limited skill tree and some mild artificial limitations (emphasis on mild) as long as it balances gameplay.
i want abilities to enhance the tactical game, not dominate it. Relying on high level troops with crazy abilities means losing them hurts more than it should and creates a risk averse environment as lower level troops will struggle to catch up or be useless.
Solution to the problem is to adjust scaling of soldiers and not giving them superpowers through perks. That is exact reason you think that Xcom has weak scaling, but try late-game mission with rookies and you will be sent back with empty Skyranger.
Scaling is relative. If enemies becomes twice as powerful but you become ten times as powerful, that is weak scaling I agree with you about superpowers. I want abilities to fill niche and open new strategies without being indispensable tools of mass murder.
But why, they have the same gear, they are finest soldiers of Earth? In old X-com it did not calculate cover yet I knew better than in new when I am going to hit. Guess what, defense stat is cheat, as unless you are hallucinating, wounded or something, you will hit target 2 meters in front of you, hovering still outside of cover every time. If you full-auto (and XCom soldiers ALWAYS full-auto) not with every bullet, but you WILL hit. Event if you can see just head. If its fast moving head ok, you can miss.
That's another argument entirely, but we have to bear in mind that a turn based game can't convey the mess of a firefight with alien monsters. the screen may show static things but what would happen in real time is messier, a LOT messier. Shooting happens simultaneously so while you shoot at this alien he may be shooting back, or there may be explosions, distractions, moving shadows, so even a close range burst may miss or just graze an armored body part. I don't mind that but it's another argument entirely
Here, i gave you everything I could think of. Soldiers might get better at shooting, aiming faster or better, "learn" to carry heavier or more complex gun, might train to use some auxiliary gear like climbing rope or bayonet or even rocket luncher, and most of this you can use without training, you just get better, except maybe medkit, some types of rocket luncher, but cant learn to make pistols more damaging or grenades explode in larger area. And carrying one more medkit or rocket is not skill.
I'm not super fond of class restricted weaponry either, within limits.
- Sometimes it makes sense, when really specific gear, like a psi amp for psi soldiers or a gremlin hacking drone for trained specialists.
- Sometimes it doesn't, like the sniper losing the ability to use standard rifle. A rookie can use it but when he's promoted to sniper he loses the ability to?!?
I'm mostly happy when other game mechanics create logical restrictions, for instance when your R&D gets you new fancy guns in limited supply, you're more likely to give them to the soldiers who would benefit most from them
And when it comes to justifying the benefits from a skills, there's a lot that can be done to explain its in game impact. You say a skill can't make a pistol do more damage, but think about long war's Vital Point Targeting skill. It gives you additional damage on enemies that have been autopsied. It's not an absurd justification and doesn't bother me.
In a game with limited stats like xcom, being able to carry additional gear through skills is a necessity to make up for the fact that soldiers don't have strength or stamina skills. Additional inventory space can to some extent reflect physical training.
To be honest, these skills aren't the source of XCOM's imbalance, whereas late game chain kill skills or over the top psionic powers are a different issue entirely.