Phoenix Point v. Cthulhu 1.6 - 30th of July

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I want option in the menu like it was realised in many projects.

May be u should mention about slight accuracy increasing?

I have tried to work through every single comment I was not caught up on (and there was a lot) so now that I am done with that slog… Ha ha

First off, I am not expecting my comments to be liked overall, we all have our points of view. I hope we can come together and talk about some of the subjects though. So let us begin and work together to make things better overall.

*Any and all comments after this is a personal point of view only. It is only to cause conversation please.

Good:

  • Havens Providing Intel: When you search and find a haven and they provide two or more possible locations to search is an awesome option and adds to the story/tactical element. Gotta say I love this.

  • Creature Profiles: While this could be useless to an experienced player. This adds focus and interest for a lot of the newer or less experienced players. This is a great lore building mechanic that is easily passed by if not needed but builds the world overall through lore value.

  • Slower Evolution: The slower growth and application of an evolving mechanic that shows simpler enemies, and to watch them advance… This not only builds up immersion but also can add to depth or interest. Personally, I think this change was an amazing call for the lore based players.

Bad:

  • Phoenix Bases: This alteration is actually two things overall. So we will break it down to A, and B.
    A) The amount of bases for a group that is falling behind and being sidelined as a whole in the
    greater event of the story feels a tad unrealistic (and yes, I am aware this is a video game.)
    Immersion is and has been important to video game design since the first X-com, so the mass
    amount of them is pretty intensive overall. Personally it would be nice to see changes and they
    will be found below as ideas/options.

     B) There was a tactical element that one felt with scans in the old version of the game. The new 
          patch where you get a base and it auto scans takes away some of the tactical value/feel. In the 
          older game before the patch, I would work hard to find that best possible area to scan. Now I 
          feel I am punished to pay not only more resources but also handle more bases just to get that 
          scanning done.
    
  • Lack of Food Generation: While I can agree that food production could be pretty broken quickly, being able to loot my hardware store (in an apocalypse only!) and make a simple in door growing area. This takes away from the idea that we are technologically advanced group that cannot grow potatoes. Possible alterations will be below.

Possible Alterations/Fixes:

  • Food Generation: If I can grab pieces from a hardware store to make a basic garden, then that should possibly cause you to use materials and food to start a farm or a food production unit. Materials to make a plating area, and food to start germination.

  • Bases/Scanning: Scanning and Bases is a wide and varied idea that has many options. One call back from the old Xcom was that you had primary bases, and sub bases. This was a primary tactic for some of the harder and more experienced players when playing the original game. Taking this into account the changes I would make are what follows.

Have a set amount of “Bases” of set types. You have your research, training grounds, etc. that the me randomly picks from and once that collection is out, you have no more primary bases. At the same time, you have smaller, 4 room bases(?) that are old CIA bunkers or other options as supplemental bases. Now to make this properly work, each country gets so many bases that are hard coded, with so many sub bases hard coded per country. Then you randomize the placement.

When it comes to Scanning this should be a multi-tiered element (and yes, I know… This means a lot of work and that is not good on the coders). Scanning around the base is pretty understandable, you take over an area and you search the surrounding areas. At the same time, you have airplanes flying across the world and they spot nothing?

To bring back a tactical element to scanning and using different ships for not just transport but also to scan areas of interest could be a nice addition. If there was a small area where you had a chance for things to pop up on your scanners as you flew by to go back and explore would by realistic and add some depth to the aircraft beyond just transports. Flying in a blimp, I may not be able to see bunkers easily but seeing resource areas or people in trouble? Sure. Phoenix Point aircraft having a higher chance of picking up a distress call from an old base, or CIA compound? Lore specific. In general, give each ship a reason for being or extras beyond just being transport.

*In the end I tried to keep this short (too late) but hopefully this will cause some conversations here.

1 Like

I concur that one should still be able to scan ahead with aircraft. If one can’t, they can be at a big disadvantage depending on the RNG placement of bases.

I totally agree, I also felt that expanding what the aircraft might be able to better view or possibly give a higher base RNG for set things happening depending on the aircraft used would be helpful. There are a lot of little things that could totally add to game play and enhance what each faction is about overall.

Right now, after watching several play through games via Youtube, I notice it is common that someone commits to one or two faction aircraft and never move away from that. They rarely if ever build their own aircraft as it is due to understandably high costs. I was trying to give reasons to use all aircraft depending on your focus.

One thing. Lore didn’t specifially said how many Phoenix Project Bases there was. It could be 5 it could be 10, and it could be 50. We don’t know exact history of this concealed group. In my opinion increasing number of possible bases is right move, and I would add even 2 or 3 more to cover more areas if player is capable of.

I agree that scanning is kind of crazy idea, but I think the same with aircrafts (just little less weird). This is satellite technology after all - why we are limited to some predefined places (also in case of dropship)?

About food I’m neutral. I’m still not sure if it is good or bad change.

Personally, because and only because you can eat Pandorans now, I like the food changes. It just… It’s wonderful, from a decision-making perspective, and it gives further incentives to capture instead of just kill (particularly because food is also money more or less, the way the economy wound up).

I can understand your point of view… You are also clearly experienced in this game where I pick it up every few months, play a little and then get pulled away due to life. I think capturing Pandorans should be important and totally agree with you on that perspective. There might be a different way to integrate new mechanics or building prospects using the pandoran biology maybe?

I mean, it could just be me but if I gotta say… “How is that latest batch of sausage? Sorry for the buckshot I missed in it but Earl decided to shoot it in the head with the…”

Kinda makes me laugh but also feel sick to my stomach. Ha ha

Overall, I know most who reside here on the forums are far more focused on the game then the casual players. I am just trying to give the more casual people a voice in a non aggressive way hopefully.