OpenXcom 1.0
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Re: OpenXcom 1.0
#12Re: OpenXcom 1.0
#13I 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.
- Range based accuracy removed - UFO Extender accuracy added.
or in the ingame settings.Re: OpenXcom 1.0
#14Re: OpenXcom 1.0
#15Earlier quoted context omitted.
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…
Once you realized "Hey, we're totally outgunned...we just need to flood the aliens until we get better gear", things changed. Missions became more about resource management: what is the bare minimum I can field to wipe these guys, what can I build and manufacture that has the highest profit margin, etc.?
Terror missions, for example, early on devolved into "Set fire to everything, because we need the light, and shoot the civilians, because they could be used to feed the Chrysalids and make more Chrysalids."
The enemies in the game stayed largely the same difficulty, but your equipment got better and better and tactics switched as you were able to field more expensive units--and unless you ran a really tight resource game, you treated those expensive units much differently.
The thing that made the game feel unique was exactly that: the reverse-difficulty. If you started kicking ass, and then things got harder, it'd be annoying--instead, you had some early success, discovered just how outclassed you were, and after a few restarts learned how to fight a technologically-superior enemy until you had achieved force parity.
Re: OpenXcom 1.0
#16I 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…
Re: OpenXcom 1.0
#17It cost £10 or so, and I never regretted a single penny of it. If you loved this game, I really recommend getting XCom on the iPad.
PS: This is not meant to take away from what these guys are doing... but watching that ancient creaky interface after being treated to the modern touch interface in the iPad game was somewhat painful. Here's a video:
Re: OpenXcom 1.0
#18Re: OpenXcom 1.0
#19I 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.
Re: OpenXcom 1.0
#20Nice but... the iPad game completely took care of all my XCom cravings for quite some time. It was one of the most solid iPad games I've encountered. It's more a remake than an adaptation, and they really put in a lot of effort to bring the first XCom game into the 21st century, and it shows. It cost £10 or so, and I never regretted a single penny of it. If you loved this game, I really recommend getting XCom on the…
And I seconded the praise of the ipad games. I've played quite a lot of TBS games over the years, and the XCOM remake has to be the best experience I've ever got. Both in term of game play, controlling and the overall experience (a good balance between challenge and immersion - it isn't too hard that it would frustrate you, nor too easy that it feels like a grind).