Please excuse the really long post it is for clarity sake.
I could be wrong, I am trying to translate other people’s minds and clarify my poor explanation.
Originally Posted by Tarofex
For me part of the charm of XCOM was sending in 12+ operatives, suffering 3 casualties, and deciding to live with it rather than spend the time on a do-over. If you are handling situations with 6 guys there are 3 scenarios I see:
1) The missions will be very small to match the squad size. (That would make me sad)
Edited for clarity: Maps will be smaller because of you are limiting enemys (equal or less number) and you intend to keep the action up.
Originally Posted by Inkidu
There's no indication of this. I've taken out squads of ten or twelve with six people, and in the new game that's four groups of three aliens, which would totally be doable.
Edited for clarity: Lots of aliens ok, because you can spread out groups and target 6 against 4 over and over (am I wrong? )
Originally Posted by Clayton Cross
So your saying the original game is not correctly balance... that does not justify breaking the balance in this game. We are saying we want to have aliens superior and your saying you don't mind fighting week aliens. Opinion can't be argued, its just our preference.
Edited for clarity: Aliens are too stupid to group up and attack you so you can use superior numbers and they are apparently not dangerous enough to make any kills in a you 6, them 4 fight to overcome that. (Dumb AI is does not balance the map, and Aliens strength does not balance your 2 man advantage.)
Originally Posted by Inkidu
Don't put words in my mouth. <- I don’t think I did but I was not very clear.
His argument is that because he has less people means that there has to be less aliens. This is not true. It's a false corollary. There's more to game balance than pound-for-pound ratings. The aliens have superior tech, in fact one of the best ways to win in the original without relying on the spot=and-snipe method is to actually rush the aliens and get them in the open. Also, proxy mines can provide early-warning and butt covering. The tank can also be useful. <- This I know but it’s not the point I was arguing. (admittedly not very clearly)
What you said here is right literally correct, however the in this game it did not seem make since without a reasonable balancer of some kind, which I did not see until today when I saw the confirmation of armed civilians. That changes everything. If they are indeed used as a balancer then and justification for alien disorganization then I can now see that. (I still want smarter AI)
The below is a re-post from another thread, but I believe it is relevant and I didn't want to retype it. lol
What you said plus:
Out lines that you will be playing a pumped up "special purpose" not the main force. So yes your more buffed up than the original solders and be more hardy as they say. The point to there approach is your not really the force fighting the war, your the support unit taking care of critical objectives while the main military forces of the word are engaging them directly. This means the civilian military will take the place of the "rookies" and over stock soldier. So knowing this I know have to agree with you Inkidu that they can leave dangerous aliens and out number you while maintaining ..some of the alien fear factor. Even though the this does not entirely reflect the original game, it is fare better then I thought until I saw confirmation of the armed civilians. I believe it still reduces fear factor because their not your men and you don't get the I lost 12-14 of MY guys, however the scale and balance issues can be controlled with out making the soldier drastically hardy. The only hurdle for scale left is really the Devs drive for continuous action. They will tend to decrease map size to increase your time fighting over searching and positioning.
I still like 10-14 better than 4-6, however I would say that where I used to be 100% against it, this solution is do-able. Now I am only 60-75% against it on the grounds that I would prefer to feel like the tip of the spear instead of the sneaky knife to the kidney. I understand the move and it makes more since in some ways, but they could have made it a 10-14 primary assault unit because now it does not make since for Xcom units to be the primary force for the end of the game this way. You don't send special Ops to take the enemy stronghold, they lay the ground work for the primary force to do that. But I do understand that in Xcom you were never then bulk earth defense. You did feel like it though and you were an assault force not a small covert strike team.
The X-com game I want has me attacking the "Spartan Aliens" at "Thermopylae" with mass numbers and fearing for my life each turn because I know they might win. (Should have more of a horror survival feel than an action one) But that is a personal preference not a game play design issue.