Spawning Alien Points


Xcom2 spawning areas (red flares) were good. I liked how they appeared in random places (still nearby though) and, important, appeared unexpectedly. Sometimes it turned the tide. I think something similar can be done in PP. Some creatures could come from beneath the ground (like X2 chryssalids), but in the manner of that red flare reinforcements. Something like… you see the ground is trembling in a certain area… something is coming… but you don’t know what… -)

Current static 1x1 spawn zones look cheap and artificial. Maybe old xcom exit/entrance areas (on the side of the map) feature could work. Somehow mark the sides of the map from where enemies may come, and not with 1x1 tile, but with a longer line. Maybe even mark the whole side of the map - like, well, enemies may come from the east, but no one can say where they will appear exactly.


They are cheap and artificial. They’re a bandaid to get a mechanism functional in a pre-alpha build.


Oh well okay then .)


Pre-Alpha is nice excuse and there is time to iron things out. However, forum indicates
players are quite sensitive how things will work out. Thus it sounds kind of better to wait
for things to grow mature before introduction, unless necessary for major player bug testing, out of house.

So … less cheap n artificial if possible.

There would be nothing wrong with BB3 without em.


Not an excuse. It’s just the way of things.

If that were the case, we wouldn’t release anything until the game was completed. If you don’t like playing things which are unfinished or buggy, then wait for the game to be released.


Agree with Yokes. I’m worried of what UV had stated above. Personally I didn’t notice that backer build’s missions are bigger than those of XCom 2, but even without comparing two games, missions (in BB3) feel tight. Maybe LOS would resolve this to some degree but still I can’t see many strategic decisions in small maps.

Smaller maps = non stop battle, without too much exploring, just run & gun, which I didn’t like in XComs.
Smaller maps is also less horror and occasions for awaiting danger (like in originals). I’m not against feeling lost in missions sometimes because it adds to the atmosphere and tension. And the “looking-for-the-last-alien” problem could be easily resolved without cutting the area of the missions.

Don’t get me wrong, I like that missions are constructed with many platforms and hiding places, but what level designers shouldn’t forget is that tactical maps sometimes need space, too: open fragments of terrain without too many obstacles laying all around, otherwise it could get tedious very fast. Remember cornfields from X-com or depths from X-com 2?


Indeed, this is my main concern. Bigger maps would allow more strategical options. The Firaxis XCOMs didn’t fail in that just because of the size of maps, but also because of the pod system. Concealment in XCOM 2 was basically a bandaid for that problem.

A system I’ve seen in other strategic games that solves this problem pretty well is giving enemies a retreat option. Once they know they can’t win they retreat and you get the option of either accepting their retreat and end the mission right away or staying for killing them for XP while they retreat to the edge of the map. Battle Brothers is a really good example of this mechanic.


As always, we’re too early to make any real commentary. Too many things are placeholders and we’re dealing with too many singular systems that aren’t linked to a fraction of the other systems they will be.

We’re not beta testing yet. We are simply seeing Snapshot showing off what they’re working on. None of us need to be getting too much in a twist about anything at the moment.

Also, the forums are always only a fraction of a game’s player base. Even when we are at a stage to be actually testing things, the opinions here will not necessarily represent the majority of players.

I love you guys, but sometimes we get hung up on stuff that is about as solid as a sandcastle at this point in time. And sometimes we get paranoid about someone showing an Ace when we can’t see any of the other cards in their hand.

Feedback is good, but it’s not time to be actually arguing for or against anything yet, not until we can see a mostly whole picture.