by NickAragua » Tue Jan 31, 2012 4:38 pm
Yeah, I think that's what Mr. Strange was talking about. At the strategic level, yeah, the aliens acted like they had a purpose, but when you got down to the tactical part of it, they were basically standing around whacking off (with the exception of terror missions where they'd shoot nearby civilians and base assaults where their corpses would disappear because the item table overflowed.)
Since this is 2012 and we have the technology, let's make the aliens do something other than stand around in random farmhouses waiting to be blown up!
The one major hope I have is that losing a couple of guys (even veterans) won't necessarily mean the end of the game. That's what was great about the original: sure, you had your hand-picked elite squad, but you could easily lose half of them to a stray blaster bomb or whatever. It'd suck big time - there goes the guy that was one of the original 8, or the guy that got four kills with one grenade. But that wouldn't be game over - you can bounce back.
When you have a mechanism where the high-end veterans are so much better than the rookies that you have no chance with the replacement rookies, losing a squad of veterans does mean game over. So, I'd like to see some sort of upper limit to a soldier's advancement. Tone down the RPG elements fellas, and concentrate on the tactics/strategy.
Oh, and if X-Com could develop a way to perhaps clean the blood and guts out of existing suits of armor and patch up the holes so that they can be reused, that'd be great.