If there was going to be an XCOM: Enemy Unknown sequel, what changes would you like to see?

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Bejne

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May 15, 2013
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I'm going to add a couple of things here that have not been mentioned:

In the new XCOM I blast away a wall below and the top part of the building stays there. It didn't in the original 20 years ago. This needs sorting. In XCOM apocalypse when you knew you had aliens hiding up on the 3rd floor, did you send your troops up to fight, or did you blast away the below walls bringing the whole building crashing down?

Also, I don't like the squaddies being automatically assigned a soldier type. I liked in the original having to weigh up each soldiers individual attributes and assigning them myself, such as high strength = give him the rocket laucher.

I also agree with what others have mentioned re.

randomly generated maps like original
aliens attacking our base
more numbers in squad
varied accents
original inventary where you can sell items on market
larger maps
and more intelligent aliens

Regards,

Bej
 

CannibalCorpses

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Aug 21, 2011
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Where to begin. Well a good start would be to put back in all the things they took out of the original.

The animations are fucking terrible with people shooting rounds out of the back of the gun, through 7 pieces of terrain, through the floor and still killing the enemy with a headshot. Actually being able to hide behind cover would be nice but alas, those corners make you open from all sides. The ability to lie down. A research tree that doesn't end after the first 20 battles. A squad large enough to make good tactical options. A better levelling up system that allows some difference between soldiers. UFO's crashing into water and not needing to be mopped up everytime.

I loved the original but the new version is so badly chopped up that i consider it a failure. They should go back to the original and start from there, discarding the new version as a failed test run.
 

Bertylicious

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Apr 10, 2012
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I'm going to parrot the cries for a superior interception mechanic. The one they had was a bag of nappies. Also maybe pilots can level up as well?

I think SHIVs were somewhat squandered. In the original your landing craft were so huge that you could take loads of dudes as well as having a platform. In the new game they repeated the error of the Aftershock of having drones taking up squad member's valuable seat. This meant you never used them.

Other than that I think it was okay. Base defence was actually very tiresome and I can do without it. Mayhap y'all got a point about the game feeling too reactive though. What if you can set up garrisons in countries to protect from terror/abduction?
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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Oh hey! It's one of my old threads! :D

But yeah, here's hoping XCOM: EU gets a sequel sometime in the future!
 

Pulse

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Nov 16, 2012
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KEEP:

The squad size.
I'm actually fairly happy with 6, possibly take it up to 8 but not more. The thing is, the larger your squad size the longer each turn takes, and the more damage output you can dish out completely unanswered. IMO it might make it slower paced and easier.

The current limits on movement and shooting.
IMO the move-shoot-move/shoot-move mechanics some people are suggesting would just make it easier than anything else when the current system has no actual downsides. Sure it might seem unfair that you can't shoot then move, but that's a factor you need to consider when weighing up your options, a tactical choice rather than an automatic decision. Some of the best moments in xcom are when a chrysalid gets too close, if I know I can run away from it if I miss then what's the downside?

Map size.
The range of map sizes was pretty much spot on. Maybe more of the larger map size could be used, but I can imagine tensely creeping forward over massive maps becoming tiresome.

CHANGE:

Global panic:
Whatever they do they definately need to sort out the global panic/drop out system. The Game was actually at it's most manageable after 7 countries dropped out, with no real detrimental effects on the gameplay or the narrative. This ties in to the difficulty curve, it's most difficult and tense at the beginning.

Interceptions:
The whole interception system, it could still be chance based, but give us more options.

Squads:
Some sort of squad affinity. It's hardly essential but I'd like the game to reflect how a a group of soldiers have gone on multiple missions together might have better cohesiveness than a group never fielded together before.

MORE:

Everything really...
Tech trees/branches.
Soldier variety/customisation.
Missions : defending/escapes/last stands
 

OneCatch

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Jun 19, 2010
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veloper said:
More than 1 skyranger.
If I have the resources and the soldiers, I should be able to tackle multiple abduction sites all at once.

Make those skyrangers cost alot more than interceptors though.
Yeah, this. Being able to send multiple squads to different objectives at the same time would be cool. You could even add the option to repeat missions with another squad if your first attempt failed, or even rescue soldiers left behind on the first attempt.

It could make the gameplay a whole lot more dynamic - with the option to be sure that you got one objective completed by sending everyone there vs taking a risk and attempting to complete multiple ones. It would also encourage diversifying your squads and equipping them properly instead or having one ridiculously levelled squad and about 40 noobs.

Hell, you could even have multiple bases which needed garrisoning to prevent alien attack on them.

I'd also like time to play a bigger part: "Sending your only squad to the other side of the world? Better hope nothing else attacks elsewhere while you're gone." type of setup.
 

Pink Gregory

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Jul 30, 2008
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I can generally agree with much of the streamlining in XCOM over X-Com; interception aside, but interception's always been a bit shit. Oh alright, and the linear upgrade path. At least in the tactical game anyway, the strategy game's more bare-bones than it needs to be.

That aside, I'd very much welcome the re-introduction of free-aim in the tactical game. That being said, I have seen an argument that, coupled with the infinite ammunition of XCOM, that this could lead to a player mowing down the scenery instead of playing tactically. Perhaps that could be balanced out by the aliens trying to accomplish other objectives, other than 'kill XCOM operatives'?