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  1. #1
    #mainagioia L'avatar di von right
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    Steam ID: pink81

    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Firephoenix Visualizza Messaggio

    Mentre in xcom nuovo è più un calcolo simil rpg, no?

    Se stai qui dietro hai un bonus fisso, l'alieno spara con la sua percentuale di colpire, il gioco calcola e mostra un risultato già "deciso", invece che sparare un vero colpo e vedere che succede.

    In sostanza era molto più figo e meno predeterminato nell'originale, imo.
    Sicuramente più complesso da programmare però, e più random.
    In quello nuovo all'inizio della partita vengono generati dei valori random da 0 a 100 tipo 81, 25, 65, 78, 93, 44,...
    Quando l'alieno spara viene considerata la sua probabilità di colpire (dovuta alla skill, all'arma, alla distanza,...) sottratta la probabilità di difesa (dovuta a skill, coperture,...) e si ottiene il valore da raggiungere per colpire, ad esempio 80.
    A quel punto se fosse la 4° azione della partita (78 ) hai un miss, se fosse la 5° (93) avresti hit.
    E' il motivo (da alcuni criticato) per cui, ricaricando la partita e facendo la stessa azione ottieni sempre lo stesso risultato (ed infatti è un sistema pensato per evitare il reload continuo).
    Ultima modifica di von right; 29-08-17 alle 09:17
    Mr Pink, Guerriero da tastiera !!! Profilo su steam.

    Lista chiavi Steam

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    Citazione Originariamente Scritto da Moloch Visualizza Messaggio
    ai grillini è più facile metterglielo in culo che in testa

  2. #2
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Si, è decisamente migliore la formulazione originale che risulta molto più "simulativa" di quella attuale. Era una delle grandi questioni in sospeso per determinare che corso avrebbe preso questo titolo, per ora sembra andare nella direzione giusta ma può ancora succedere di tutto...
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  3. #3
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    The thing to remember is the shooting mechanics of Phoenix Point aren't like a board game. Sure, you have a stat that determines your accuracy, and you have a dice roll to determine if the shot goes off target, and by how much - but it doesn't rely on positive/negative modifiers like NuXCom. Whether or not a shot connects it dependent on if the simulated projectile actually makes contact with the target. The issue is making a simulation like that work with a moving target before all of the targets are technically stationary in a turn based game.
    Molto bene...
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  4. #4
    Senior Member L'avatar di Firephoenix
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    La cosa più bella del vecchio sistema è che sparare era molto più immersivo e guardare quel colpo che viaggiava lento verso il tuo omino, ti teneva col fiato sospeso.

    Fino all'ultimo secondo non sapevi se sarebbe andato a vuoto, se avrebbe colpito un muretto o il tuo soldato o magari uno sfortunato dietro, che non era nemmeno il target.

    Era un vero colpo, insomma, non semplicemente l'animazione di un miss o di una kill già decisa.

  5. #5
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Endure. In enduring, grow strong.

  6. #6
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    However, Phoenix Point is going back to the original X-Com roots. A physical projectile will then be simulated from the shooter to the target following a trajectory which can deviate slightly depending on the weapon type. Even a shot that drifts slightly wide can still hit its intended target, with a higher chance to hit closer targets. Stray shots can also hit other enemies besides the intended target, or even friendlies if they get in the way. Stray shots (and those deliberately aimed) will also be able to destroy certain cover types.
    Speaking of cover; the cover in Phoenix Point is dynamic. Instead of cover just being "low" or "high" with a fixed stat modifier, the cover in Phoenix Point will be a physical barrier, which will vary depending on the size and shape of the object being used as cover. The physical simulated projectile will then have a chance to hit the cover, unless it can find a way around or through it to reach its target.
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  7. #7
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM









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  8. #8
    Mad Scientist for fun L'avatar di wesgard
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Devo ammettere che gli ultimi update sono molto interessanti. Continuo a pensare che la campagnia sia stato un disastro mediatico, ma pare che almeno il tocco del programmatore non lo abbia perso.

    Vedremo
    Ultima modifica di wesgard; 08-11-17 alle 22:29

  9. #9
    Bannato
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    Gamertag: miroxXD PSN ID: mirox Steam ID: miroxXD

    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Assolutamente d'accordo.

  10. #10
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Phoenix Point, the upcoming strategy game from X-COM creator Julian Gollop, has now more than doubled its original funding goal of $500,000.

    To mark this milestone, the company is announcing that the previously unmet "Floating Phoenix Base" stretch goal will be made available to all backers as free DLC.

    Snapshot Games CEO and creative director Julian Gollop said: "Thanks to the incredible support of our fans, we have added some tremendous design, art and technical talent to the team. I'm hugely grateful to everyone who supported us, and I can't wait to show you what we're making for you."
    Ottima notizia...
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  11. #11
    Mad Scientist for fun L'avatar di wesgard
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Shog-goth Visualizza Messaggio
    Ottima notizia...
    Che strano. Il moderno e frizzante approccio social del tizio che hanno assunto appena FINITA la campagnia originale pare dare frutti LOL.
    Poi vabbe' immagino che tutte le belle notizie ed immagini che hanno rilasciato in questi mesi su meccanismi di gameplay ed altro abbiano aiutato.

  12. #12
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Vabbè, chi poteva immaginare che ci fosse bisogno di una figura di questo tipo. E' una feature, non è un bug...


    Ultima modifica di Shog-goth; 19-11-17 alle 05:07
    Endure. In enduring, grow strong.

  13. #13
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    We have also just announced that as a thank you to all of our customers for helping make Phoenix Point a reality, we're going to be releasing the previously unmet stretch-goal, the "Floating Phoenix Base" as a post-release DLC. This DLC will be FREE to all Phoenix Point owners.
    Giusto per essere precisi: la "floating base" non sarà comunque parte del gioco base, ma disponibile in seguito come DLC gratuito...
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  14. #14
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM





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  15. #15
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Want to dive deeper into the world of Phoenix Point? We've gathered some material from the Phoenix Archives:
    https://gallery.mailchimp.com/a71adf...fing_Print.pdf
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  16. #16
    Senior Member L'avatar di AllKpr
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Tutto molto bello. Il gioco mi intriga parecchio... Ma è prevista anche una data di uscita?
    Anche il capitano del Titanic diceva: "E' solo un rumorino"

  17. #17
    Lo Zio (+3472 post) L'avatar di Shin
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Ad occhio sarà q4 2018 - se non ci sono rinvii.

    Sent from MI 6

  18. #18
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    L'EA per i backer dovrebbe (il condizionale è d'obbligo in questi casi) diventare disponibile entro il Q1 2018. Spero in qualche annuncio al riguardo in uno dei prossimi update...
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  19. #19
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Endure. In enduring, grow strong.

  20. #20
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Nuovo Q&A con Gollop:

    What’s the release date?

    We are releasing at the end of the year. We will probably also have an Early Access release. We will also be releasing a pre-alpha version to our Luxury Digital Edition pre-orders and backers at the end of March, possibly the beginning of April.

    The original X-Com had many more simulation elements (procedurally generated levels, full bullet physics, destructible environments, soldier inventories etc). Can we expect similar in Phoenix Point?

    The answer is yes, yes, yes, yes, yes and yet me yes.

    Talking about the Geoscape mode – why is it not turn based?

    We are sticking to the real-time mode with pause ability that was in the original X-Com because that’s what most players will expect.

    Will there be multiple different races or just loads of crabmen?

    There will be lots of different alien varieties and they will all mutate.

    Is there going to be a “Solomon Chamber” in Phoenix Point?


    You’re not the first person to ask that question, believe it or not. We are thinking of including a reference to Jake because I love the guy dearly, he’s done an amazing job reviving turn-based strategy. There will be a tribute to Jake in there somewhere.

    Can you explain a bit about how the Action Points system works?

    This has been something that we’ve been testing and re-testing and tuning. We have an implicit action points system. There are different movement costs for using different types of equipment. We don’t explicitly show the movement points, just the range. If you spot an enemy the movement will pause, and you can issue new orders. However, shooting will normally end your turn, but there are many ways you can extend the actions of a soldier during a turn through using Will Points.

    What about a PS4 version?

    Many, many people have been asking about console versions and we would love to do a console version. It’s a big undertaking for cross-platform development. It takes a lot of time and work. So it all depends if we can get the money to do it. But PC and Mac are our priority.

    Will there be much more weapon and armour tech scale than in the new XCOM?

    We are still working on this. Each of the 3 main factions have their own tech tree – and you will be able to acquire that technology through trade and diplomacy, or you can steal it. You also have your own technology tree.

    Will we bill allowed to customise characters?

    There will be extensive character customisations options relating to appearance, armour and equipment.

    Is the damage system per bullet like the original X-Com?

    It is. If you’re firing a burst weapon like an assault rifle, each individual bullet can hit something. It can hit the intended target, something behind it, one of your soldiers, another enemy.

    Will there be bases, building and defending like the old X-Com?

    Yes there will. It’s slightly different in a sense that you don’t construct completely new bases in the wilderness. You’ll be re-activating old Phoenix bases that are already in good locations. This is very important to the story line. They will already have some facilities present. You can add defences and new facilities, specialise them too. Bases can be attacked by the enemy.

    Are weapons more abstract in terms of ammo?

    Currently we measure ammo in bursts. There will be individual ammo for weapons.

    Will RNG be as bad as XCOM 2 where you can miss targets at close range?

    It’s going to be quite different. It’s based on a realistic ballistics system. If you’re quite close to an enemy, you’re going to have a 100% chance to hit. Even if you’re 3 spaces away, you may still have a 100% chance to hit, depending on the weapon. It has a very different feel to the way XCOM 2 works. It’s less about flanking.

    Why don’t games like this use sliders for customisation options?

    It’s very difficult to do and takes a lot of programming.

    Will it be available on Steam?

    Yes, it will be available on Steam and on GOG.com – these are the two services we’ve promised to deliver on.

    Can you loot or scavenge the battlefield?

    Yes, you will be able to loot for weapons and ammo during battle.

    Will there be multiple bases in Phoenix Point?

    Yes, you will be able to have more than one base.

    How difficult will the game be from the easiest to the hardest settings?

    The answer is fairly easy and pretty damn hard.

    What can we expect the differences to be between Phoenix Point and XCOM?

    There’s a huge difference on the strategy layer. It follows much more of an open-world system approach as there are many different factions and sub-factions with their own agenda and resource. This borrows from 4X design, but there is less complexity and micromanagement.

    Is it true funding hit $1 million so we will get floating bases?

    Yes. This will be a free DLC that comes after launch.

    How’s the weather in Sofia?

    We have a lot of snow and it’s really cold – but that’s good because it means we’re all inside working really hard.

    Will there be a nemesis system?

    Some of the large leader-type aliens will have their own bases and you will be able to hunt them down. They will try to preserve themselves in battle.

    Taking any inspiration from “The Long War” XCOM mod?

    Yes. To some extent. The game system we have is quite a long one with a lot of story elements, but it’s less linear than The Long War. There will be more customisation options and larger squads too.

    What about DLC for expanding the game?

    There will be DLC. We’ve already confirmed that the first DLC will be the floating base system with an extra mission type and some technology. We do have plans for more DLC but we can’t talk about that at the moment as it is still under development.

    Will Rebelstar Tactical Command ever be ported?

    It’s not in my hands as Namco Bandai hold the rights to that particular game and the source code and all the IP therein.

    Is there some kind of time limit such as the Avatar Project in XCOM 2?

    The aliens do have their own agenda, and if they can complete it, then they will win the game. But there are things you can do to stop it, and it’s much less abstract than in XCOM 2.

    Will there be a better exploring issue than in XCOM?

    We would like to have some exploration based levels, but it will depend if we have the time to do that. But yes, it has been considered, but the game is much more combat focused.

    How do we get the alien encounters? Will there be interceptions?

    One of the limitations the aliens have is they don’t have large-scale air units. They do have some large-scale land units which you can see on the Geoscape. You will be able to land on top of them and complete a mission to defeat them before they can destroy Havens and bases.

    Are there any mechanics in Phoenix Point that you’re excited to see players react to?


    Yes. The Will Point system. Lots of the strategic actions and the interactions between the factions I think will be very exciting because it hasn’t really been done before, except in maybe X-Com Apocalypse, but we’re taking things much further.

    Will Phoenix Point deal with “power creep” where they get less challenging towards to the end?


    Yes, we are dealing with it. It’s a very big problem in the modern XCOMs due to the way in which the aliens progress in a very linear way. It’s a high priority for us to get the challenge level right. Mission objectives are very much under the control of the player.

    Will you be able to evac at any point during a mission?

    It does depend on the mission type, but in most mission types, yes – you will be able to voluntarily retreat.

    Will there be permadeath in the game?

    Yes there will, but there will be ways to mitigate soldier death.

    Are you considering a sequel set in the same universe and building PP around that consideration, or are you just taking things one project at a time?


    Yes, we have quite an elaborate world building effort which is being undertaken by myself and the writing team, Jonas Kyratzes and Allen Stroud. There is already an extended story-line. We have some very interesting plans for what might happen after the end of the game. Rest assured, we have a long-term plan.

    Will there be stealth mechanics and combat?

    We’re going to have an extensive stealth system, but we’re not revealing that just yet. There is a class called the Infiltrator who is focused on infiltration and recon.

    What classes can we expect to see in the game, and will there be more classes in DLC?


    We have a number of classes planned already. We’re not going to reveal all of them now. We’ll be showing some of the New Jericho classes at the PC Gamer Weekender. They have an Assault guy, a Sniper and a Heavy Infantry – but we’re not going to be revealing all of them just yet. And yes, we do intend to release other classes in future DLC.

    Are the factions going to be spawned at random locations, or will there be specific factions for each continent?

    There is a high degree of randomness involved in the faction locations and where they start, although the do have some start biases to where they spawn.

    Will there be more comprehensive skill trees for soldiers than in the Firaxis XCOMs?

    Yes, is the answer.

    How big is the development team at the moment?

    There are 25 of us here in Bulgaria at the moment.
    Ho sottolineato quelli che ritengo i passaggi più interessanti...
    Ultima modifica di Shog-goth; 24-01-18 alle 07:11
    Endure. In enduring, grow strong.

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