*Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM [STR] *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM - Pagina 11

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

  1. #201
    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.

  2. #202
    Senior Member L'avatar di Daled
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Mi sta iniziando a salire un certo hype
    +5765 Messaggi


    Daled#2759 on Overwatch

  3. #203
    Capitano di Ventura L'avatar di Ganymede
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Io non vedo l'ora

  4. #204
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Immagino che vedremo qualcosa di più sostanzioso dopo il PC Gamer Weekender di Londra (17-18 febbraio). A questo punto dello sviluppo dovremmo riuscire a farci un'idea più precisa del risultato finale; artwork, WOT e quant'altro vanno bene ma adesso se possibile vorrei vedere qualcosa di più pregnante, in movimento e non scriptato...
    Endure. In enduring, grow strong.

  5. #205
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Nuovi artwork di possibili mutanti alieni:



    Endure. In enduring, grow strong.

  6. #206
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    I hear overwatch shots will be limited to prevent overwatch spamming?
    Overwatch requires the expenditure of “will points” and the “will point” system is a key system within the game. Any type of action which requires some extra exertion, concentration or physical stamina, you will need to spend “will points”, and you do not have an infinite supply of these. You can do a recover action where a charter will recover “will points” but lose the chance to take any other actions.

    How proactive will the factions be? Will they destroy alien structures or attack Behemoths? Can they win the game?
    There are 3 main factions in Phoenix Point. “New Jericho”, a highly militaristic one, “Disciples of Anu”, a very Lovecraftian religious cult and there is “Synedrion”, who are a kind of environmentalist radical group. They each have their own agenda, and each have their own way of winning the game. However, they will not be able to do it without your help as the commander of the Phoenix Project.

    Is there going to be console version?
    I wish we could do a console version. This is in the hands of the gods at the moment. Funding permitting, we would like to do it. At the moment we’re only working on PC/Mac/Linux versions.

    Will we be able to submit our names to the roster?
    Yes, you will be able to name your soldiers and save your customised soldier’s names and loadout.

    Will troops get tired or injured?
    Yes, they will certainly get injured and will require some recovery time. We don’t have a “tired” system, but we do have an “insanity” system. So, if your troops get exposed to too much alien horror then their sanity will somewhat decrease, and they will start to suffer from Post-Traumatic Stress Disorder which will limit their ability on the battlefield unless you give them some serious rest and recuperation.

    Will there be an ability to spy on enemy or ally factions? Planting soldiers as double-agents or tagging trade supplies with bugs as an example?

    You definitely will be able to do spy missions. You will be able to send a soldier into another Haven and he will be able to feed information back to you. There is of course a risk that your spy will be discovered, and he will need to make an exit which may result in a combat mission.

    Will we be able to stuff soldiers’ inventories with ammo and pick up enemy corpses?
    There will be an inventory system which will be similar to the original X-Com where you can pick up corpses, ammunition and guns – you can pick up any stuff that is carriable and you can use it during the battle. You might not be able to use it very reliably, but it will be there for you to loot.

    Will soldiers have different stats from each other like they did in “Terror from the Deep” such as bravery, stamina etc?
    Absolutely yes. They will have various stats in terms of accuracy, will-power, endurance and mobility which are the main ones. They will gain abilities during the course of the game. They will also suffer from some negative traits. They may either start with those or acquire them as a consequence of stress.

    Will there be vehicles or robot units that can be used in combat?

    Absolutely. We have actually get one vehicle sort of half-working in the game at the moment, the New Jericho transport vehicle which is called “The Armadillo”. These vehicles can move quite fast. They have various functions. One is as a troop carrier. They can also be equipped with various armaments and they can drive through terrain and destroy stuff. There will also be smaller robotic devices. Specifically, the New Jericho faction specialises in the creation of robotic fighting units.

    How many soldier classes are available?
    The way the class system works is that each faction has different classes, and the Phoenix Organisation starts with a small set of classes. So, what you can do as a player, as you develop relationships with these other factions, you can recruit soldiers from those factions, or even steal technology from them. You will be able to use some of their more specialised soldier classes. For example, the “Infiltrator” class which comes from Synedrion or the “Technician” with robotic arms, which is a New Jericho class. We haven’t decided exactly how many of these there will be. At the moment there are at least seven. There may be more added a little bit later.

    Is it possible to have factions at war with each other?
    Yes, and to some extent, it is inevitable. As the aliens start to encroach on the land and they start to attack Havens, the factions will become increasing desperate to build up their resources and power to pursue their particular agenda. So, there will be conflict between the factions.

    Will the game support controllers? Particularly the Steam controller?
    We do have standard controller support currently. We definitely will be supporting the Steam controller. It’s not a priority for us right now, but rest assured, controller support is going to be there.

    To what extent can your relationships with other factions deteriorate or improve? What happens at extreme points, so to speak?
    You can develop a close relationship with factions to the extent where you form an alliance, and the alliance has obligations on both sides. You are obliged to assist the faction in the defence of Havens in particular. Failure to do so could jeopardise that alliance. In return for that, you will get access to that faction’s tech, and some resources and recruits. However, relationships can deteriorate. You can just decide if you wish to attack factions, to raid them for resources or to just steal their technology in which case your relationship will plummet. At that point that can result in them attacking your bases if they manage to locate them.

    How powerful will the abilities of your soldiers be compared to Firaxis’ XCOM 2, and roughly how many will you have at max level? Also, will they be set in stone for each class, or will there be some randomness?
    There are all really good questions. There will be powerful abilities, but I would have to add that the abilities of soldiers are somewhat more dependent on the technology and equipment they are carrying than any sort of innate powers. You will not have a team of Colonels. It would be very difficult to do that. You can develop your characters progressively like an expanding tree system, rather than the narrow funnel approach of XCOM 2. Each character’s progression tree is partly randomised.

    Music is very important for the mood in those kinds of games. Tell us more about the music in Phoenix Point.
    We are going to invest quite a lot in music. We have a dedicated sound designer and Snapshot Games, and the music will be composed and contributed by John Broomhall who is the designer of the music for the original X-Com game in the 1990s. We’ve got some very interesting plans for dynamic interaction. Some interesting themes based on the different factions and locations.

    Are there any weather or environment effects, and will they have any impact on the gameplay?
    The main environmental impact will be the day and night cycle. Some enemies prefer to operate in the dark. The other effect is an alien created one, which is the mist. As the mist encroaches on the land, it will start to have an effect on the tactical battles, and there will be special alien monsters which will actually deploy the thick, semi-intelligent mist inside the battle which can dramatically change the tactics and topology for the map. It can be used to cover aliens. It can be used to spot you. It can heal them too.

    Will we have the ability to control aliens or even have some in our team?
    I don’t want to give too much away here…. But, the short answer is “yes, in different ways”. The Disciples of Anu specialise in mutations, and some of the mutations they have result in communication facilities with telepathic type links which they can have with other mutated creatures. There’s one particular class in the Disciples of Anu called the “Mutog Handler”. The Mutog Handlers telepathically control these mutated dogs, called “Mutogs” currently, and these are deployed in battle. You will be able to use the genetic technology, and you will be to do some things with control and influence over other aliens. However, it will not be like the psionics in the original X-Com or the Firaxis reboots.

    You mentioned that we'll be able to see faction vehicles on the geoscape. Can we intercept them?
    This is a very good question. To be decided. We’re not really sure about an aerial interception system, and if we do put one in, it will be relatively straight-forward. Each faction has different types of vehicles which they use mainly for transport purposes, not aerial battle because the situation in the game is that there are very few airborne vehicles to go around. They are extremely scarce.

    Do characters have deep configuration or customisation, such as different arms, legs and torso augmentation? Will there be different armour or parts? Will weapons have slots for add-ons?
    There will be configuration of armour. Armour covers different body parts. Different types of armour may cover one or more body parts. You may have a full body suit or partial armour covers which you can mix and match. It allows us to have a lot of flexibility with how armour is constructed and how the player actually uses it.

    How much will environmental damage factor in, if at all?
    Environmental damage is a very important part of the game, and you will see this with very dramatic effect in the demo which we will be showing at PC Gamer Weekender. It’s something which both the aliens and you as a player can take advantage of. I think the best thing to say about that is to wait and see. You will be seeing some very interesting stuff from us soon.

    Will there be any timed missions such as in the new XCOM and will there be any time limit to complete the game?
    Not a such. There will be some things where you have time pressures. For example; if you are defending a Haven, you will often need to rescue civilians before it gets overwhelmed with aliens. The slower you are, the more dangerous this is going to be. There’s not specific time limit on the whole game. Again, the aliens like all factions and like the player have their own agenda, and their own way of progressing their objectives. Their progress can be hindered by the actions of the player.

    Will there be randomisation to technology, equipment and base management?
    To some extent. From the Phoenix Project’s point of view there are a number of inactive Phoenix bases around the world. As you discover and reactivate them, you will acquire some parts of info or technology that belongs to the Phoenix Project that you didn’t have access to at the start of the game. What you get may vary from game to game, and the order you get it might be slightly different. Each faction has their own technology tree, and there’s a certain randomness involved in that. The factions may end up with slightly different technologies in each game that you play.

    Are negative traits going to be permanent, or will there be ways to remove them from a character?
    There will be ways to remove negative traits, and there may well be a trade-off with this. For example; using the Disciples of Anu mutation technology can solve some problems for a character such as their mental stress, but it may result in certain mutations which give them some other negative aspect. There is also the prosthetic technology of New Jericho to replace body parts.

    Can you tell us more about the planned injury system? Will more serious injuries require cybernetics, or can you recover from any injury given enough time?
    No. You can’t recover from any injury very easily. There are things you can do, such as mutations and cybernetics.

    Can you talk a bit how base-building works? Is there a tier system? Are all buildings unique or are there like building-trees that restrict one function and allow another?
    The base building system is relatively straight-forward. It’s similar to the original X-Com. You normally have to find another inactive Phoenix base in order to reactivate it and start building there. You can create outposts in other Havens and smaller structures, like refuelling stations. Otherwise, you are building a base where you have a certain amount of room to put some stuff, and you have facilities of different sizes with different functions.

    Is the team planning on attending any gaming events this year?

    The good news is, yes, we are. The first event that we’re attending is the PC Gamer Weekender starting February 17th. The next event will be EGX Rezzed which starts on the 13th of April. The game preview demo will be available to play at these events.

    Will there be more than one type of firing mode for your guns?
    This is a bit of an open question at the moment. There’s nothing to stop us doing that.

    Will there be mechs or cyborgs?

    The answer is “sort of” and “a little bit”. So, there will be robotic combat machines available. These will mainly be a specialisation of New Jericho.

    Will you be able to setup things on the battlefield like mines and claymores?

    Absolutely. There will be some sort of proximity mines like in the original X-Com.

    Do you have to manufacture all armour peaches individually?
    You will have to manufacture things individually, yes.

    Can we deploy several teams at once?
    We are definitely looking at the ability to deploy large scale teams in one particular battle, and to have a reinforcement system (yet to be tested). We’re planning to have up to 16 soldiers on your side.

    Will there be Cool Animations/Cutscenes of soldiers breaching rooms or rappelling from Helicopters? Similar to XCOM but hopefully more awesome and military-looking.

    Yes, there will be some dramatic camera angles for certain actions that the soldiers are doing, and indeed what the monsters are doing. This is work in progress, but I think it will work quite well.

    Will terrain and missions be varied? I hate having to replay over same terrain and missions too many times. Will endgame be a grind?
    The terrain and missions will be as varied as we can possibly make it. The end-game won’t be a grind. One thing we are doing is giving player choice, so you can decide what to do within the game.

    How many areas will be in the world compared to XCOM 2?
    The world is not divided on areas. The way the world works is that there are locations in the world. There are Havens, there are Phoenix Point bases, scavenging locations. These are all points on the globe. There are no discrete areas like in XCOM 2. It’s not board-gamey in that sense.

    Will there be NPC allies in tactical missions?
    Yes, for sure. In many types of missions this will be the case. If you’re defending a Haven for example.

    Will you be able to research aliens as well as their vehicles?
    Yes, you will be able to research aliens, and their mutations. The aliens don’t specifically have vehicles. They do have Behemoths though.

    How big of a role will ammo play? Will running out of ammo be a normal occurrence or is it more something that will "eat up actions"?
    At the moment we are planning to put a system in where it will be possible to run out of ammo. You can carry more ammo, but it will slow you down. There’s a limit to what you can carry without affecting your mobility.

    If I get Phoenix Point on GOG, does that mean it's DRM free?
    As far as we are concerned at the moment, the answer is “yes”. I know DRM is a contentious issue, but that is our current policy.

    Will combat maps have randomized layouts?
    Yes, they will. With the exception of your bases – the combat may layout of your bases will be determined by how you build your base. If you revisit the same Haven more than once, the layout will still be the same.

    Are there any neutral human settlements left in the Phoenix Point world (that don't belong to any faction)?

    Yes, there are quite a few, in fact. These are called independent Havens, some of them will be controlled by special Haven leaders, some will be our special Haven leader backers from our Fig campaign. They will occasionally have their own stories, background, missions and tech.

    Are the Aliens a roaming faction? Will they create their own structures, reclaim abandoned human structures, or roam across the map?
    They do encroach across the land, and they do build structures under the cover of the mist as it spreads.

    Can we count on some kind of "ufopedia" with tons of lore and info about the world, the enemies, weapons, etc?
    Definitely, resoundingly, yes! There will be an extensive “ufopedia”. Our writing team will be producing that and are going to start on that very soon. This will cover a lot of stuff. One interesting thing I want to do with the game, is there will be certain parts of optional research that are more about filling in the story than giving you any stuff. There will also be lots of semi-scripted encounter events which will also be recorded in your journal.

    Will we need to capture live alien units and therefore have stun weapons?
    Yes, you will. In some situations, this will be very useful, and you will need to use non-destructive weapons in these cases. Researching live aliens is important.

    Will be possible to finish the mission successfully without any death?
    That depends entirely on you, as a player. There will be some missions which are very tough. You will be able to retreat and evacuate without much penalty in many situations.

    If you recruit soldiers from a faction but then later go to war with that faction, will your recruits from that faction turn against you?

    No, they won’t. But they may have some moral conflicts.

    Can you conquer enemy Havens?
    This is currently a bit of a design debate here. So, we’re not sure if that’s going to be something that we’re going to allow the player to do.

    How many endings does the game have?
    We are currently planning at least four, and I’m not saying that this is the correct and exact number that will be in the final game. But each faction has there own ending, and the failure ending, making at least a fifth ending.
    Endure. In enduring, grow strong.

  7. #207
    Capitano di Ventura L'avatar di Ganymede
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Sempre meglio, non vedo l'ora.

  8. #208
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Apparentemente il buon Julian ha ancora il cuore dalla parte giusta ed anche se avrei preferito sempre e comunque le TU agli AP tutto il resto mi sembra assolutamente fedele allo spirito dell'originale. Adesso aspettiamo di vedere quanta sarà la distanza tra ideale e reale, da parte mia sto cercando di tenere le aspettative sotto controllo perchè vorrei evitare l'errore di giudicarlo in funzione di quello che avrei voluto vedere in questi 24 anni di attesa piuttosto che per i (de)meriti propri...
    Endure. In enduring, grow strong.

  9. #209
    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.

  10. #210
    Senior Member L'avatar di Pete.Bondurant
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Se vi piacciono gli X-Com like date un occhio anche a Phantom Doctrine, che personalmente mi ispira più di questo, almeno fino a che non mostreranno qualcosa di tangibile.

  11. #211
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Phantom Doctrine risiede già da un po' nella mia wishlist Steam, riguardo a PP dovremmo vedere qualcosa di più pregnante tra circa una settimana...
    Endure. In enduring, grow strong.

  12. #212
    Grande Antico L'avatar di Shog-goth
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Ecco il nuovo video di gameplay su Twitch, per il momento non commento visto che non posso visionarlo:

    https://www.twitch.tv/videos/230299082?t=04h13m42s
    Endure. In enduring, grow strong.

  13. #213
    Capitano di Ventura L'avatar di Ganymede
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Shog-goth Visualizza Messaggio
    Ecco il nuovo video di gameplay su Twitch, per il momento non commento visto che non posso visionarlo:

    https://www.twitch.tv/videos/230299082?t=04h13m42s
    visto il video non ho ancora ben compreso esattamente come funziona il sistema di movimento a will points ma sembra interessante.

  14. #214
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Ganymede Visualizza Messaggio
    visto il video non ho ancora ben compreso esattamente come funziona il sistema di movimento a will points ma sembra interessante.
    Il video ancora non l'ho visto ma i will point dovrebbero servire ad integrare gli action point per eseguire azioni supplementari come, per esempio, l'overwatch. Quindi, in sostanza, si avrebbero due azioni principali - movimento e sparo - più x accessorie in base ai will point disponibili...
    Endure. In enduring, grow strong.

  15. #215
    Senior Member L'avatar di Daled
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Ancora non l'ho visto tutto ma non sembra niente male, finalmente un video decisamente più concreto.

    Mi piacerebbe sapere se il willpower è una risorsa utile solo a fare azioni base come l'overwatch (o quella che si vede a inizio video che permette di ritirarsi dopo aver fatto fuoco) oppure anche per l' utilizzo gli altri tipi di abilità, avendo quindi un sistema a pool di risorsa a dispetto di quello cooldown/usi limitati dei moderni xcom.

    Sono comunque sorpreso che di base sia il sistema a due azioni mutuato dai giochi di Solomon visto che Phoenix Point giocava un po' su i nostalgici di x-com e questi odiano il suddetto sistema.

    Edit: Limitare tramite risorsa l'overwatch è un'ottima soluzione per il turtling che affliggeva xcom1 e che hanno cercato di fixare nel secondo inserendo alcune missioni con limiti di tempo all'obiettivo.
    Ultima modifica di Daled; 19-02-18 alle 15:44
    +5765 Messaggi


    Daled#2759 on Overwatch

  16. #216
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Daled Visualizza Messaggio
    Mi piacerebbe sapere se il willpower è una risorsa utile solo a fare azioni base come l'overwatch (o quella che si vede a inizio video che permette di ritirarsi dopo aver fatto fuoco) oppure anche per l' utilizzo gli altri tipi di abilità, avendo quindi un sistema a pool di risorsa a dispetto di quello cooldown/usi limitati dei moderni xcom.
    Da questa risposta ritengo sia altamente probabile la seconda ipotesi:

    I hear overwatch shots will be limited to prevent overwatch spamming?
    Overwatch requires the expenditure of “will points” and the “will point” system is a key system within the game. Any type of action which requires some extra exertion, concentration or physical stamina, you will need to spend “will points”, and you do not have an infinite supply of these. You can do a recover action where a charter will recover “will points” but lose the chance to take any other actions.
    Citazione Originariamente Scritto da Daled Visualizza Messaggio
    Sono comunque sorpreso che di base sia il sistema a due azioni mutuato dai giochi di Solomon visto che Phoenix Point giocava un po' su i nostalgici di x-com e questi odiano il suddetto sistema.
    Io faccio parte della schiera dei "nostalgici" e, come ho già affermato più volte in questo topic, trovo gli AP una sorta di "tradimento" rispetto alla promessa iniziale di un "back to the roots", dato che si tratta probabilmente della meccanica di gioco più importante dell'originale che viene in questo modo completamente snaturata. Detto questo capisco anche la necessità di rendere PP il più familiare possibile in maniera da intercettare anche il (grosso) pubblico dei nuovi XCOM, mettendoli di fronte a quella che potrebbe sembrare a prima vista una TC dei nuovi capitoli ed ampliando di conseguenza il bacino dei potenziali acquirenti.

    In definitiva mi pare che Gollop stia cercando di dare un colpo al cerchio ed uno alla botte e spero sinceramente che questo esercizio di funambolismo possa portare ad un risultato in grado di soddisfare almeno in parte le aspettative dei "puristi"; apparentemente si poteva, e forse doveva, osare di più visti i presuppori iniziali del crowdfunding coi risultati inequivocabili del sondaggio che mostravano chiaramente quale avrebbe dovuto essere la strada maestra da percorrere...
    Endure. In enduring, grow strong.

  17. #217
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM



    Good vibes nonetheless...
    Endure. In enduring, grow strong.

  18. #218
    Capitano di Ventura L'avatar di Ganymede
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da Shog-goth Visualizza Messaggio


    Good vibes nonetheless...
    Mo' me lo guardo
    Citazione Originariamente Scritto da Shog-goth Visualizza Messaggio
    Da questa risposta ritengo sia altamente probabile la seconda ipotesi:





    Io faccio parte della schiera dei "nostalgici" e, come ho già affermato più volte in questo topic, trovo gli AP una sorta di "tradimento" rispetto alla promessa iniziale di un "back to the roots", dato che si tratta probabilmente della meccanica di gioco più importante dell'originale che viene in questo modo completamente snaturata. Detto questo capisco anche la necessità di rendere PP il più familiare possibile in maniera da intercettare anche il (grosso) pubblico dei nuovi XCOM, mettendoli di fronte a quella che potrebbe sembrare a prima vista una TC dei nuovi capitoli ed ampliando di conseguenza il bacino dei potenziali acquirenti.

    In definitiva mi pare che Gollop stia cercando di dare un colpo al cerchio ed uno alla botte e spero sinceramente che questo esercizio di funambolismo possa portare ad un risultato in grado di soddisfare almeno in parte le aspettative dei "puristi"; apparentemente si poteva, e forse doveva, osare di più visti i presuppori iniziali del crowdfunding coi risultati inequivocabili del sondaggio che mostravano chiaramente quale avrebbe dovuto essere la strada maestra da percorrere...
    Guarda, io faccio parte del pubblico dei nuovi XCOM, ho comprato enemy within per curiosità nonostante non fossi capace di giocare agli strategici, mi piacque talmente tanto che quando seppi di XCOM 2 decisi che l'avrei comprato e oh boys se ci ho giocato (più di 650 ore al computo attuale, c'è da dire che un buon 10-15% di quel tempo se n'è andato in caricamenti causa pc al minimo sindacale per farlo girare), tutto questo per dire che anche un giocatore dei nuovi XCOM come me potrebbe apprezzare un sistema diverso. Anzi, ritengo il sistema a due azioni fisse abbastanza limitante, sarei curioso di provare un sitema a punti azione anche se non ho alcuna intenzione di provare i giochi originali. In ogni caso siamo di fronte ad una build pre-alpha, tutto nel gioco è soggetto a cambiamento anche radicale, quello mostrato adesso nel video di cui sopra potrebbe tranqullamente non corrispondere affatto al gioco finale. Speriamo bene.

  19. #219
    Senior Member L'avatar di blastomorpha
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Non male l'ultimo video (è un problema mio o l'audio non è sincronizzato?).
    Rimango ancora un po' perplesso sullo stile grafico, ma rispetto alle ultime cose che avevo visto già sono più positivo

  20. #220
    Capitano di Ventura L'avatar di Ganymede
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    Re: *Phoenix Point* - Strategico a turni dal creatore dell'originale X-COM

    Citazione Originariamente Scritto da blastomorpha Visualizza Messaggio
    Non male l'ultimo video (è un problema mio o l'audio non è sincronizzato?).
    Rimango ancora un po' perplesso sullo stile grafico, ma rispetto alle ultime cose che avevo visto già sono più positivo
    Si, audio e video non sono sincronizzati. Per lo stile grafico è ancora presto per parlare, si è visto molto poco e in ogni caso come dice il tipo hanno ancora un anno di sviluppo davanti

    Inviato dal mio ASUS_Z00AD utilizzando Tapatalk

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