So here’s the deal - your game will always be compared with the original Xcom, and Xcom1 and xcom 2.
Why the decisions to allow Sirens to mind capture multiple soldiers? Did you think by making this extra hard people would love this or praise you for being brilliant? Originally you even had the Sirens able to fire at soldiers from afar. And it tells me you you’re making this frustrating as hell for no reason but because you can.
Why allow panic turns to last far longer than it needs to be? Even when there are absolutely no enemies on the map after you clear it, i have seen soldiers panic for the next 17 turns. This is so unnecessary. Very frustrating and utterly not fun. I know you designers love your game algorithms but panicking a max of 5 turns is enough. If you were a game designer at firaxis and had adult supervision, they would have never have allowed you to put something do detrimental into the game and would have sat you down to patiently explain why.
Why no ETA shown on world map for ships going from point A to B? Yet bases and settlements gets destroyed if you dont get there on time, yet your soldiers need to find a friendly base to rest and heal. This is so anal. It’s almost like you have good ideas but no inkling of how to implement it properly.
Why does reloading ammo cause all the ammo rounds in the current ammo magazine to be dumped? Was making a count of all ammo too difficult? It’s unrealistic and frustrating, and something I havent seen from another developer. It’s a lazy design and one calculated to frustrate the player for no reason at all.
Why make capture enemy units so damn frustrating and difficult? I understand you wanted to make it different than in Xcom 2 but this is so hard to do. Again not fun. And you deliberately made this mandatory in the game.
Final mission - if you dont carry enough healing kits you simply cant win. Yet you are supposed to face off against 2 Scylla, at least 8 Chiron and an assortment of other creatures, plus the creatures spawn by Chirons and Scylla. After spending hours and hours beating these gatekeepers you finally meet the final boss, only to find out it can drain your health from afar and hides behind a rotating shield and has double the health of other large creatures. Hey man, how about being fking reasonable when designing the end game?? Was this fun? fk no. Was I supposed to get this this point then restart the whole mission this time with 1 guy carrying all healing kits while the rest of the solders carried loads of ammo? Who the hell thought this mission was a good idea?
Did you see the reviews of your own game? “Tedious” is mentioned quite a bit. As in not fun. Almost everyone universally says this game isnt fun. When a game isnt fun then you have failed at designing it.
Again, it points to your inability to design a game that is fun. Listen, anyone can be a sadist. I know of 10 year olds who can easily suggest things that are even more sadist than this. It doesnt mean they know how to design a good game. In the same way your design choices also shows you dont know how to design a good game. All i see is autistic sadism from the designer. And some good ideas but poorly implemented.
Are you sure you are the same guy who designed the original Xcom? Or were you macro designer for the game and others figured out the balancing, and game play mechanics for you? Im seeing some troubling design decisions that damn the game and prevents it from shining. Saying this game is beta for the past year is a poor excuse for what i see here. If you dont know how to tweak game mechanics so that it is fun, then find someone who has a clue. This game is a total letdown.