no worrys bud
hi defintion here
http://www.gamestar.de/_misc/images/...cfm?pk=2276106
no worrys bud
hi defintion here
http://www.gamestar.de/_misc/images/...cfm?pk=2276106
I created a post about civilian support to counter low squad size and make aliens appear more scary
http://forums.2kgames.com/showthread...21#post1534221
The was mention on that post that there may already be "vanilla military" on some missions to distract and assist against a force you should not be able to beat. Can anyone confirm this and if so can a civilian section be added to the main information dump at the top? please.
Thanks
http://pc.gamespy.com/pc/xcom-enemy-...1220087p1.html
Just the relevant quote:
GameSpy: Will there be police officers or other armed civilians in there?
JS: You'll encounter other troops from around the world in the game, for sure.
found and posted on my topic by pjstetson. One would assume they would be on your side. can you add this? thanks.
Edit: Fixed link
Last edited by Clayton Cross; 04-29-2012 at 07:59 PM.
Floaters confirmed in the game (and they teleport too)
http://www.gametrailers.com/side-mis...-enemy-unkown/
Thanks to Brian Damage
*Update http://www.gametrailers.com/episode/...rs-tv/152?ch=3 [at 13:27]
* Update http://www.gametrailers.com/side-mis...-enemy-unkown/
Aliens
- Floater Confirmed
- Flying *Correction, looks like free flying, not levitation as I mentioned before.*
- "Teleport behind the lines" - JS (Real teleport in unconfirmed)
New map type
- Urban (brick) setting with Cemetery.
- First footage of SHIV in gameplay (looks just like the GI image).
Last edited by heniv; 05-02-2012 at 05:29 AM.
ooohh, i like the look of the floater.. But damn he looks hard work.. Flying around the battlefield not enough?!, the fecker can teleport and travels in packs???? thats going to make strategy a little more challenging.. no wonder the clip was in a cemetry.. we dead!
In all serious though.. Looking good there Firaxis.. keep the info flowing.
Has anyone seen the video taken at PAX with Jake where he talks about the Wall of Fame at the base. The room was basically a wall of fame of all the XCOM members who have served and died in battle accompanied by bagpipe music. I have tried to find that video again but have been unsuccessful.
Since I have seen no mention of this, was I just smoking something or has someone else seen that as well?
I have to say I must reluctantly wave Time Units goodbye, as their lack of inclusion means no crouching, prone, possibly no shooting-in-the-middle-of-movement and probably no reloading mechanics at all. They were a chore, but you could have had a running tally or something that showed the player where they were spending them and in what order (since the machine's got to figure that one out anyways). That said, there are definitely advantages to this style of gameplay and it shouldn't negatively impact challenge.
On the other hand, the lack of Operatives definitely nicks that in the bud. If you can call in reserves for long missions or the limit goes up to 8 or ten, that'd be fantastic and is what should be expected of professional, modern games. I can admit that the numbers in the old games, while not unmanageable, were somewhat flawed; I've seen a lot of "cannon fodder" or "redshirt" designations on a lot of Operatives, and honestly a lot of X-com was five guys not going anywhere, two guys dying from panic or mind control and one to five guys just wiping the floor with everything else. You also can't really afford to bait with four guys, which is pretty ridiculous when you're using battle rifles against plasma guns and whatnot. On the flipside, if you have multiple missions running at once (and why wouldn't the aliens start co-ordinating attacks?) you could choose to ignore one of them and go at your own pace, or you could make use of your numbers and divide and conquer (of course, not being able to bring everyone you want to both missions).
Someone mentioned before in another topic that it would be sweet if Thin men could impersonate policemen or hostages, and if they put that in I would be down like a clown
Also, I have to wonder if the aliens get abductions when your agents are KIA
http://forums.2kgames.com/showthread...-fan-questions
I think everything that can be said about the removal of TUs and the limited squad size has already been said here if not in any of the other numerous posts on this.
This thread is really for new information from valid sources and not for discussion.
This is a re-post, because it looks like it may have been over looked.
Could you add vanilla military and civilians to Gameplay Mechanics, you can find the conformation at the below site. just Ctrl+f search for "civilian"
http://pc.gamespy.com/pc/xcom-enemy-...1220087p1.html
Just the relevant quote:
GameSpy: One thing we didn't see in the demo -- but it's the absence of it that was notable -- was that you were operating in an urban area but I didn't see any civilians.
JS: Oh, yeah. But in terror missions there will definitely be civilians. You will still be herding cats. So when you go on terror missions, like on the original game, you've gotta manage that. The aliens are going for civilians, and they're going for your troops at the same time, while you're trying to rescue in a destroyed urban environment. So yeah, they'll definitely make a return.
GameSpy: Will there be police officers or other armed civilians in there?
JS: You'll encounter other troops from around the world in the game, for sure.
found and posted on my topic by pjstetson. One would assume they would be on your side. can you add this? thanks.
I dont want them to over cook this game, and I feel, the longer it goes on and they "Tinker" or as they say "re-imagine" it, they are constraining it to a fixed time and space.
The reason that it is a cult classic? is because it wasn't "overly designed" the charatures have matured, liek a fine Scotch. A Secoid was excatly what we had imagined it would be...all of us The gameplayer. It doesnt need to be a "Rob Roy" or another scotch cocktail with a "Mc" at the start of it we liked the classic, thats why were all here.
I feel that some of the re-imaging of some of the charactures can be grounded by over design (is that a jet proplusioned system in the Floater I see?!) I prefered the little ball.... I didnt know how it worked, I dont know how my favourate whisky is made, I dont need to as long as it tastes good.
I understand that they are soo passionate about the game, guys, we all are. All im asking, is this, please dont put a cocktail umbrella and a sparkler in my Scotch... I'm happy with it thats why I'm still drinking it...
Guys, discuss in another thread. This isn't a discussion thread but a summary one - I'm going to start deleting any discussion in this thread from now on.
Actually the big confirmation here is not that there are Human Civilian NPCs (which could have been guessed), but that there are Human NPC military units (Armed NPCs) in the game and that has not been in any X-com game before besides the First person shooters if I am not mistaken. Which is a big balance topic and in my mind an important update. I respectfully request that you please add that since it was also confirmed. Thanks.
I'm sorry, I knew what you mean. But stretching the meaning of "JS: You'll encounter other troops from around the world in the game, for sure." to that you will have armed NPCs fighting the aliens along with your soldiers is a bit far. More confirmation is needed before I feel safe enough to add that to the list.
I would love that feature to add more realism and chaos to the battlefield, and it might be correct. I must however be really critical on references since there is a lot of speculation out there. For example;
Looking at the GI screenshots and taking an offhand comment by Jake into account, I can assume there is an ability called Dash in the game. This will let your Assault Class (perhaps any class) dash from cover (and only from cover) to a new position with a reduced chance of getting hit.
However, this is not clear or certain enough for me to feel I can add it to the list.
I hope you can seen my view of things.
+1
There are many comments on the various interviews, just like on these forums, where things are assumed.
I'll take one example, Game Informer article, part 2:
Why does the article say 'area'?Our Heavy foregoes a standard shot on an individual Sectoid, and instead unleashes a devastating area Suppress ability. This won’t kill the aliens, but it will pin their movements and reduce their offensive capabilities.
What we have seen:
Sectoid moving _through_ suppressive fire, not taking damage or provoking a free shot from the soldier doing the suppressive fire (The sectoid who went inside building to mindlink did this).
The singular word "target" used in the ability description, as opposed to 'targets' or 'area'.
A flashy spray of bullets which covers an area, hitting the car etc... visually.
There are many more case of interviewees assuming things (based on common sense, hopes, having heard things wrong or something else) from what I've seen and precious little hard info. I've probably assumed a whole bunch of things myself on these forums when I think I've been stating facts, but I try my best.
We can discuss assumptions and argue about them, but those things shouldn't be included in this thread.
Last edited by Being; 05-01-2012 at 12:06 PM.
Things are also still potentially changing. Remember the clip they showed where the rocket launcher was a cool down ability? Kudos to Heniv for grounding this in stuff that is positive. Hence the sticky.
I agree with Clayton. Jake was very specific and very unwavering: AI controlled armed allied units are in the game, whether you call them armed civilians, police, military, or angry Barney fans, that's not the point of this thread. Please add it as it is appropriate. He could not have been more specific.
* Clarification update on the Base Facilities section.
* Minor updates and clarifications in other sections.
Base facilities [17]
- Static facilities [17]
- Hangar
- Mission Control
- Situation Room - funding council.
- Armory
- Barrack
- Science Labs (?)
- Engineering (?)
- Infirmary (?)- Expandable facilities
- Alien Containment
- Officer Training School - global perk unlocks for squad
- Laboratories - boosts Science Lab
- Workshop - boost Engineering, "Random resource rebate on whatever you built". -GI
- The Foundry - large manufacturing projects
- Power Generator [A]
- Thermal Power Generator - more power, require steam vent [B]
- Satellite Nexus [A]
- Satellite Uplink - "monitor the airspace over different countries around the world." [A]- 24 facility expansion slots [D]
- Bonus depending on adjacent facilities [27]
- Base resource: Power [A]
Last edited by heniv; 05-02-2012 at 12:42 PM.
Jake states "you will encounter troops from around the world." That's pretty clear. I would like to understand what ambiguity you see in that?
By your implied standards, you might as well eliminate all interview references from your sources. How do you really know there are bonuses depending on adjacent facilities? Have you seen a screenshot of this in operation? What do they mean in bonuses? Bonus colors? Etc. etc.
It's very vague. Why should he post such statements without details. Hah, what's the big deal anyways? You know it, and new people don't read it before posting new threads asking about multiplayer or TUs anyways!
Then perhaps he should put that quote up on the "known information" sticky. Since we can all at least agree on the fact that he said that quote. I still fail to understand where the ambiguity lies?
in an interview or a review i saw that words exactly and it was jake solomon i will try to find the review
This is turning out to be a lengthy discussion, but since it is relevant to the topic I will explain.
On NPC Troops
Yes, we can agree on the quote by Jake. "You'll encounter other troops from around the world in the game, for sure."
You will see other troops in the game.
But since we only have one source on this, we can only take the meaning of the sentence. And there is no implication in that sentence that the soldiers will fight with you (this is what Clayton implied), against you, be defeated or just be passive NPCs.
On facility bonuses
I am sorry, this has the wrong reference after the re-write. I mixed up 'D' and '27'. This is actually based of several sources, but I do not have the time or interest to add cross-references to everything.
1. The build facility description of the Thermo Power Generator (http://i46.tinypic.com/15pg3ko.jpg).
2. The GI interactive Ant-Farm description of the workshop.
3. Jakes answer to the one-base decision on the Pax panel.
I am open to people questioning my statements, that is why I stick so rock-solid to the sources and references. But make sure to be clear what statement you think is in error, why that is, and back that up with a source and not speculation or assumptions.
Super thread heniv. Thanks a lot. Much appreciated.
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Captured aliens drop intact weapons.When they die their weapons self-destruct but if you capture those aliens, then the weapons don’t self-destruct, and then you can research those.
Arc Thrower replaces Stun Rod.because if you really want to get your hands on some of the great weapons you’re going to have to send some poor bastard in at close range with what we call the Arc Thrower. I never liked the small stun launcher in the original, I always liked that real terrible moment of ‘get in there with the stun rod’ and that’s basically what we have, we call it the Arc Thrower but it’s basically ‘get in there and pray to God when you pull this thing out that the alien falls over’.
Self-explanatory.Jake Solomon: You have the option to turn that off. You also have the option to turn off soldier voices.
* Update: http://www.rockpapershotgun.com/2012...ties-floaters/
* Update: http://www.rockpapershotgun.com/2012...onal-kill-cam/
General
- "Glam-Cam" on/off setting
- Soldier voice on/off setting
- Possible HP-bar and damage hide/view in-game setting.
Research
- Item and resource requirement to start.
- Each and every research grants some gameplay bonus, not some only narrative.
Aliens
- Alien weapons disintegrate to fragments upon death.
- Alive captured aliens keeps weapons intact (required for high-tier tech capture).
Equipment
- "Arc Thrower", close range stun weapon.
I think this has to be added to quell the growing rumours about not being able to enter UFOs:
http://uk.pc.gamespy.com/pc/xcom-ene...1220087p1.html
JS: They range. The map that we showed down in the demo was a pretty small map. That was a couple of buildings and the surrounding geography. And they range pretty big. If you can imagine that you can shoot down some capital ships, you can get some pretty big ships on the ground, those are some pretty big maps. They range in size pretty good. Even the urban maps range in size. So yeah, the idea of that last remaining Sectoid who's wandering around out somewhere, or even worse, Terror from the Deep... You know what I'm talking about. The cruise liners and you have to find the exact closet.
Sorry, double post.
@SectoidSquisher
This does not say you can enter ships, only that big ships can be shot down making big maps. This, like my post about NPC military support, is not directly said. It may be implied but it is strange that entering the alien ship was not directly stated. Instead he talks about "out somewhere" and searching cruise liners. While I agree that you will very likely enter alien ships, the way this is strategically avoided in the answer actual leads to support the no-entry theory for alien ships, instead of verifying you can. The point of the quote however is to point out map size variation and the possibility of traditional "Where is the last alien" moments where you have to fine the alien hiding in the closet who kills one of your guys because he is in a closet or something with over-watch waiting for some one to open the door.JS: They range. The map that we showed down in the demo was a pretty small map. That was a couple of buildings and the surrounding geography. And they range pretty big. If you can imagine that you can shoot down some capital ships, you can get some pretty big ships on the ground, those are some pretty big maps. They range in size pretty good. Even the urban maps range in size. So yeah, the idea of that last remaining Sectoid who's wandering around out somewhere, or even worse, Terror from the Deep... You know what I'm talking about. The cruise liners and you have to find the exact closet.
Last edited by Clayton Cross; 05-08-2012 at 06:58 PM.
As Clayton say; the quote does not state that there will be UFO breach missions.
It is highly likely though, considering the quote in question and it being one of the core principles of XCom:EU.
I'd say it's pretty much a given, especially as in one of the first videos, the devs. mention 'going into the UFOs'. It's madness to think that such a vital part of Xcom 1994 would be left out.
We have this video evidence now that Garth Deangelis confirms that we'll be able to shoot down ships, explore the wilderness around them, and enter the ship... its around the 1min:58sec mark in the video... Nice to hear there might be loot gathering within the ship.. I wonder what the mechanics of this will be???
http://www.youtube.com/watch?v=4FDel...961&playnext=2
Add it so that we have something to shut the next out of his Depth charge up with.