1: How will ballistics work? Julian said the game would have actual modeling for stray shots rather than XCOM's hit/miss and that's it, but the tactical gameplay looks more similar to XCOM remakes rather than the originals, so I'm wondering how he would make it work.
Currently we have a system similar to modern XCOMs. We will soon implement and test a more simulated ballistics system, but we have to solve some interface/feedback issues. The player needs to have a some idea of what kind of damage might be expected from a particular position. The cover system will obviously be different, and it also needs to integrate with the hit location system. We have a plan - but we don’t know how well it works yet.
2: Will there be neutral human forces, like Xenonauts had?
The most common situation would be sending a squad to a haven to fight off an alien attack alongside the defenders of the haven, if they have any left by the time you get there. There can be multiple forces in battle, some of which may be allied with each other.
3: How will research work? Will there be a UFOpedia like classic X-COM?
Research will be based on a tech tree which will be revealed as the game is played. Each of the factions possesses some unique tech at the start of the game, and they will engage in their own research and development. You can acquire their tech, and there will be some unique options for the player based on combined tech from two or more factions. There will be a UFOpedia style interface, for sure.
4: How will stealth work? Aside from silenced weapons like the crossbow, are there any other mechanics?
We have a design for this, although it is not currently implemented or tested. The system is based on detection ranges based on a character’s perception attribute modified by equipment and abilities. Various abilities and tech may reduce those ranges. You will be able to see detection ranges for known enemies. Normally, using a weapon will make a character spotted, but stealth weapons negate this.
5: Is there any chance of seeing someone playing a build of the game before the campaign ends? Some folks are willing to back only after they've seen gameplay "in the wild," so to speak, as opposed to scripted in-game footage.
We will be demonstrating some game play before the end of the campaign, once we get the monster working.
6: How will insanity and/or trauma work? Is it just stuff like confusion, or debuffs to aim, or will there be more insidious effects, like possibly turning over to the enemy? And how long will it last? Will negative insanity effects last a few turns in battle, a few missions, a few days of Geoscape time, or will the only way to remove them be researched tech?
We haven’t yet decided what the effects of mental trauma are going to be, but I would like to implement several ‘afflictions’ which operate like negative, passive abilities. Since I have been playing ‘ArkHam Horror the Card Game’ I have a lot of inspiration to draw on.
7: How will cosmetic customization work? After all, can't fight Lovecraftian beasties without the proper fashion! I assume from the Fig video we'll have choices of clothes, facial hair, accessories like eyepatches, and so on, but anything else, like tattoos, or gun decorations (such as the scrap of kill-marking paper)?
Our intention is to implement a system similar to XCOM 2, resources permitting, including choice of clothing, facial hair, tattoos and scars. One major difference is that our armour system is component based. Different parts of the body may be protected by different armour elements (as it was in X-COM Apocalypse). There may be fully integrated armour suits, or separate elements such as helmets, body armour, leg armour, etc. that you can mix and match. Each faction has its own unique style of clothing and facial decorations.
8: How dynamic is the world? And while you can't reveal too much about the alien agenda, can you say anything about the timeframe for the game? For instance, in XCOM 2, there was a countdown timer that required the player to try and finish the game quickly. Will anything like that be present in Phoenix Point?
The world is very dynamic as each faction, including the aliens, is pursuing its own agenda. There is an event which will end the game but I can’t say anything about it for now. There won’t be an abstract timer like in XCOM 2. There are various ways that you can frustrate the alien agenda, as well as several potential endings.
9: What sort of variety in terms of environments can we expect? As a "Thing" fan I'm gutted that there is no permafrost - no missions in the icy south pole.
There will be different biomes including some icy ones. This is not yet fully decided.
10: Should we expect a day-night cycle with consequences also on the gameplay (easier to stealth etc and of course not applicable to interiors?)
Battles can occur at any time of the day, and this will be reflected in the battle environment. If we implement our evasion/detection system as planned, then darkness will have an effect - as well as the alien mist.
11: Does light level play a part in gameplay?
See 9.
12:Can we expect any weather (rain, fog, etc) to affect tactical or strategy dimension?
I am not sure about this yet. The light level will have an effect for sure.
13: From /u/DrKersh , what are the plans on modding? Will modding support be a post-release update, since it doesn't seem to be a stretch goal?
At the moment we are inclining towards post-release modding support - although the game will be built with this in mind from the beginning.
14: From /u/ImpeccableMithril, "Is it possible for our soldiers to be captured by opposing human factions in battle/or for the aliens to assimilate them into their army?"
Than would be telling.
15: From /u/TheColorofHeartache: Will we be able to recruit/train psi operatives? (And if so, how different is a psi operative to a typical solider)
There are no psi-operatives. Aliens and human mutants will possess some mental powers, but don’t expect something like in X-COM/XCOM. I can't reveal more because it would spoil the story.
16: From same user: Does soldier advancement work more like the classic x-com (better stats) or the x-com remake (better stats and new abilities with every level).
It’s a bit more like the XCOM remake, in that there are a set of abilities that can be acquired through battle experience or training, but there will be more flexibility and no fixed level cap or limit on soldier improvement (although it gets slower and more difficult).
17: What are the estimated system requirements?
I am not sure yet, but they won’t be too onerous, and there will plenty of options to optimise performance.