Uninstalled Phoenix Point

Being a Dev of some 25yrs it’s clear this game suffered from scope creep. It’s got way too much going on and way too many ‘cool’ features. Mutating soldiers, saturated tech tree, they just couldn’t seem to stop adding stuff. Every new feature risks breaking everything before it. I feel for the Devs. A simpler game should’ve gone out and then dlc with newer stuff. This also helps with the difficulty curve for players

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This is a logical proposal, but not about This Game. For example, suggest what they needed to set aside or cut?

Hi, IMHO I’m missing some basics taken form the original XCOM games, I’ve enjoyed since 1994.

  1. killing an enemy leaves all its weapons and ammo lootable, u can add even armor here for the sake of the researches / trading / scrapping for the resources. Same with the corpses. Took me 8 times to reload a first mission to get 3 pistols form the corpses, lol.
  2. Soldier mechanics differs much now, somehow it looks like a card game, an accuracy should be improved the more some1 hits successfully the targets, not by using an ability. U can keep an ability as a nice bonus, but honestly a progression must not stop after 7’th level.
  3. After dealing with all the enemies (inc. the reinforcements) in the ambush it should not be necessary to run half a map to evac point.
  4. Generally every mission should not end automatically after the last kill. A button might appear to finalize the mission at any time, and no turn base movement from that point would be a nice touch.
  5. Would be great to add more maps, like forests, river banks, country houses, deserts… Even in the 1994 game XCOM Enemy unknown, the variety of the maps was more interesting.
  6. Experience received and loot should be more affected by the number of killed enemies, rather than just by a success status of the mission. I can finish a nest mission with few shots dealing to the main target, without touching any1 else or cleanse the whole map, the loot is the same, that’s really funny but feels like a waste of time.
    From the other point of view I can enter into a lair, kill 30 enemies and retreat, a soldier who dealed with many enemies should receive a nice XP from that, anyway much more than sitting a day in a base with 6 training centers, no matter if a mission was a success or not, while the loot in a case of failed mission should be only the items gathered personally form the ground.

Really guys, not asking much, just a few basics from the old well known legendary games. These were the things why these games become a legend in the first place. Don’t ruin it now, u have a gr8 legacy to keep :slight_smile:

Anyways, if some weapons are prone to brake down when used at bash, please add a damage indication in the weapon info.
Thank you !

  • 2 factions
  • mutations
  • Acid/virus weapons
  • base management
  • research
  • vehicles

You have yet to run into really difficult Ambushes)))
Sometimes it is easier to run (or drive) to the evac zone than fight the second wave of attackers, trust me!

Doesn’t matter really, what to do or how to play is a choice . I just point out some boring issues.
And by the way, save before starting the exploration. Basing on my humble experience so far, it seems that the map is generated once when we start the game, so all the ambush points are fixed. It means that u can just avoid these instances by reloading and never going there again.

Yep, good advice about avoiding ambushes.
However successfully playing through a difficult ambush is a huge satisfaction =)
Besides, it gives the surviving soldiers a solid EXP boost :smiley:

Personally I would prefer a random type encounter for every point, but it would be harder to maintain for a dev. team. So let it be as it is for now :slight_smile:

Well we’re talking retrospectively but I’d have dropped all the mutation customisation, many of the weapons, the faction interplay, which adds little, the mutogs in all their forms. I’d drop the entire infiltrator class. Take all that away and you’d have a game people would rave about.

I’ve documented 132 research items so far and a similar amount of armour and weapons. It’s saturated and unclear the differences.

Quality has suffered because too much was asked of the development team. Devs love to do new cool stuff but quality tends to suffer. Let’s have some more discipline in the scrums :blush:

Terrible idea. That would just strip the game of most of its cool features and give us another XCOM, but with lower budget.

The key is more here than stated above.

And most importantly, - it’s Hard to be worse than Firaxis if your Phoenix Point is better and different.

Ok, well QA test it for another six months. Release the game of everyones dreams. Read the reviews, they speak for themselves.

They are cool features I agree. The Anu faction I’d have saved for DLC. You’re missing the whole point that the vision came at the expense of quality. You cannot have it all, it’s the oldest adage of software development.

I am glad you mentioned X-Com, I loved that game, everyone did. This one? mmmm not so much :slight_smile:

and can I just point out that we’re play-testing and doing QA on this game post-live release, and paying you for it. That’s poor.

The response of terrible idea is telling, what would you drop in hindsight to allow more focus and time on quality and testing? I’m just trying to shine some insight on how things could’ve been improved constructively.

Yes, the development went with problems, what does it change now?

Well, the dev always has problems in every game, and most of them never see the release btw. But this game is not as the others, we have a legacy here, we have a history of huge success in the past, and it is not hard to repeat, especially if u have the patented ideas and don’t need to sue any1 over them.
If u ask me all the introduced ideas of phoenix point are great, really great and are a severe improvement over the past games, but some core features, somehow gone lamed. It feels like a dev team never played original XCOM games, never understood the main ideas for their success. It is not just about turn based combat. It’s about a complete system of loot, trade, research and unite a humanity. It’s about taking an alien technology and turn it against the invaders. While additional researches of any fraction are awesome, they should be only an additional, yet very welcomed, impetus for the success. It’s not about fighting for fractions, (while it is a cool possibility and it is good that we do have a choice here). Phoenix point should not look like a bunch of mercenaries for hire that finalizes the scores b/n the fractions.

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