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OpenXcom 1.0

openxcom.org

1–10 of 52 posts

Re: OpenXcom 1.0

#2
Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying.

That said, in the remake, the AI is inexplicably "boxed" up. That is, the AI doesn't move until you stumble upon them...and so if you're patient and methodical, it's not terribly hard to win most fights, scratch-free. That ruined the tension that the original game had...The About page for Open-XCOM says the AI is improved...I'd love to see a writeup on what was changed.

Re: OpenXcom 1.0

#4
I really like OpenXcom, but like the original Xcom i can't play it because of its rather stupid hit calculations. Range to the target isn't used for calculating the chance to hit a target. Because the troops can't hit something when it stands in front of them. Resulting in funny battles.

There is an build-in mod to reduce the chance to hit a target based on range. Since this doesn't solve the issue, the melee aliens become even more dangerous. And from all games around, Xcom do have the nastiest melee alien ever.

Re: OpenXcom 1.0

#5
post #2

Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying. That said, in the remake, the AI is inexplicably "…

> if you're patient and methodical, it's not terribly hard to win most fights, scratch-free

I was pretty satisfied with how they addressed that issue in Enemy Within. There are optional objectives that give you bonus resources if you reach them before they expire after a number of turns.

But yes, in Enemy Unknown, I gave up on my Classic runthrough after I realized that I could win easily if I just advanced slowly enough.

Re: OpenXcom 1.0

#6
post #2

Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying. That said, in the remake, the AI is inexplicably "…

I picked up the original XCOM on Steam again, last having played it on an old 486 box--I remembered my lessons, and the first mission I'd intercepted a little scout craft (2 crewman, one of whom died on impact).

So, naturally, I deploy 12 squaddies, leapfrog and encircle the crashed craft on a farm in broad daylight (never, ever, at night, ever), and proceed to fill it full of detpacks. Perfect, flawless run. I'm feeling cocky.

Next mission, terror mission, and within three turns I've lost like half my team to friendly fire (unfortunate incident with an incendiary rocket), a quarter to enemy fire, and the last few guys are either panicking or getting crushed in a pincer between alien tank units (cyberdiscs) and heavy infantry.

And that's when I realized that pretty much no modern games are as hard and unforgiving as that old DOS wonder. You start the game with a bunch of folks in T-shirts and M16s, and by the end you are literally space marines whose mere presence sends elite enemy units scurrying in terror--and more importantly, the game made you earn it, every step of the way.

EDIT:

Their Github!

https://github.com/SupSuper/OpenXcom/

Re: OpenXcom 1.0

#7
post #2

Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying. That said, in the remake, the AI is inexplicably "…

I picked up the original XCOM on Steam again, last having played it on an old 486 box--I remembered my lessons, and the first mission I'd intercepted a little scout craft (2 crewman, one of whom died on impact). So, naturally, I deploy 12 squaddies, leapfrog and encircle the crashed craft on a farm in broad daylight (never, ever, at night, ever), and proceed to fill it full of detpacks. Perfect, flawless run. I'm fee…

> unfortunate incident with an incendiary rocket

Couldn't resist:

http://4chanmemeandmotivational.files.wordpress.com/2010/08/...

Re: OpenXcom 1.0

#8
post #2

Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying. That said, in the remake, the AI is inexplicably "…

I agree that it is slightly weird that the aliens wait for you to discover them. However, when playing on impossible difficulty (and maybe also classic?), the aliens don't "hang out" most of the time. They will actively seek you out and it can be quite a challenge when they all show up to the party at the same time.

Re: OpenXcom 1.0

#9
post #2

Congrats to the team...I think my appetite for this has been whetted a little by the modern 2K Games remake...which, I know, is kind of heresy, but it really is a great example of how streamlining and simplifying an already decently-thought-out game (i.e. restricting soldiers to one special weapon and grenade, and base management to one base) can still be satisfying. That said, in the remake, the AI is inexplicably "…

I picked up the original XCOM on Steam again, last having played it on an old 486 box--I remembered my lessons, and the first mission I'd intercepted a little scout craft (2 crewman, one of whom died on impact). So, naturally, I deploy 12 squaddies, leapfrog and encircle the crashed craft on a farm in broad daylight (never, ever, at night, ever), and proceed to fill it full of detpacks. Perfect, flawless run. I'm fee…

Actually, it's hard to deny that X-Com did have a serious gameplay fault in its difficulty curve, as much as we loved the nostalgia.

At the easy difficulty modes (most new players) the curve is completely backwards. It stars out brutally difficult and becomes easier as you gain access to heavy plasma weapons.

If a total wipe of your early team was a forgiving event compared to late-game losses, that could be excused as setting tone, but it's not like that - players just save-scummed until the mission worked. That's not good gameplay.

I mean, the game's merits easily overshadowed its flaws, but the reverse-difficulty is a serious flaw.

Re: OpenXcom 1.0

#10

I really like OpenXcom, but like the original Xcom i can't play it because of its rather stupid hit calculations. Range to the target isn't used for calculating the chance to hit a target. Because the troops can't hit something when it stands in front of them. Resulting in funny battles. There is an build-in mod to reduce the chance to hit a target based on range. Since this doesn't solve the issue, the melee aliens…

Is this true? I've definitely unloaded a few full auto shots into aliens nearby and the hit rate seemed drastically higher than if I were to do that at range.
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