DrOswald said:
In the time unit system all of this goes out the window. It is easy to take a step out of perfect cover, fire, and move back into perfect cover.
A gambit that has counters as time goes on, including those that the games force on you.
Like flying over the target area and dropping a grenade, or using explosives to clear a path behind an encroached position.
And just because you can do it to them, doesn't mean the enemy can't do it to you. I've had the enemy lob shit at me in urban environments only to double back into cover/hiding before I could reliably trace them. (XCOM 2 has an almost perverse fetish for this tactic)
That extra layer of complexity did in fact add depth because I was ALLOWED to think outside the box. It also added tension when the AI could do it to you.
You don't need to make a tactical decision of safety vs taking a shot.
FACT:
You MUST trade time units for:
1) Accuracy, 2) Defense, or 3) Speed/Positioning
Figuring out how to fine tune how much you need to do of each in any given situation is part of the challenge.
Assuming your agent doesn't just outclass the enemy, you must risk something in order to win.
Do you risk defense for an upfront firing position so you can unload with semi or full auto?
Do you risk offense to kite them away from another agent into your turf?
Or do you hedge your bets and try to tie them up in a firefight where you poptart around as described?
None of these are the dominant strategy.
There is a counter for each one, and a time where each one counters another strategy.
I've used all of those in XCOM 1-3 and have been rewarded and punished where appropriate.
"Poptarting" leaves you vulnerable to rushes and flanking, since you will generally only have enough time for one or two good attacks, before having to double back to cover. The "melee enemies" in the series are very good at countering this, actually, especially Poppers and Brainsuckers in 3 who give no fucks about your cover game.
Therefore, "You don't have to make a tactical decision" is complete bunk.
Going the other way, because of the limitations in Enemy Unknown, you COULD trade cover for a better firing angle, but you would have to be pretty foolish/desperate to ever do so since:
1) Overwatch Is King (you get to keep your cover AND fire, you can even do this by creeping up and moving)
2) If the enemy can shoot at you from their cover, you can shoot at them from yours (or reach them if Assault, which is their job). This is literally the ONLY TIME you should ever attack outside of Overwatch, because if the enemy doesn't move, Overwatch does nothing.
By not being able to move after firing, they've made the best strategy, BY FUCKING FAR, to slow crawl with an Overwatch Curtain so you preserve equal parts Offense, Defense, and Mobility.
If it had direct counters, I'd be willing to forgive that, but unfortunately, Overwatch just offers far too many benefits when you're limited in this way.
For one, it's the only way you can attack enemies on their free turn upon discovery.
For another, since the enemy prefers moving around, they tend to leave themselves open to Overwatch attacks constantly.
Once I figured this out, Enemy Unknown became less tense and more tedious because barring gimmick missions (like Rescue), there was never any reason to deviate from this strategy.
I didn't bother using explosives as much after that, since instead of eliminating their cover, I could always rely on them to break cover. Failing that, I could backpedal my Overwatch curtain to prior terrain, forcing them to move up and take even more reaction fire.
Hypothetically, they could pull the same gambit on the player...except the game gives you Assaults for cheating the system.
(lightning reflexes ho!)
The only "challenge" came from enemies that spammed explosives, and there's nothing you can really do about that except to not bunch up your units.
In addition, deciding where to fire from is a far less important decision. You can move after you shoot so where you are when you fire is much less important. The overall process has far more options available but is also less meaningful.
This would hold true if didn't cost Time Units to move back to cover and if distance didn't matter for accuracy (it matters quite a lot for most weapons). Moving closer and/or kneeling gives you better accuracy but both cost Time Units. Furthermore, Aimed Shots aren't as time efficient as Semi-auto or Full-Auto at the optimal range (and the other reason poptarting is more a delaying tactic than anything).
So saying "where you are when you fire is much less important" is largely bunk.
And there are dozens of cases like this. Deciding how to outfit your troops, for example, requires far more meaningful decisions in Enemy Unknown because there are strict limitations.
In XCOM 1-3.
Weight can penalizes Time Units if it exceeds an agent's strength. Armor was quite heavy until end game tech.
Heavy weapons were just that: heavy, bulky and often had limited ammo.
Grenades weren't as heavy, but stacking them was riskier because an explosion or fire could cook them off.
Every decision you make in outfitting your agents matters just as much since weapon/equipment roles are just as well defined. So no, Enemy Unknown didn't make equipping agents more meaningful. In terms of depth, Enemy Unknown and the classic series are quite on par with each other.
You just don't have to manage ammo counts and such in Enemy Unknown (which I've stated as a plus before).
Greater fidelity mathematically results in more options but having more options can itself be a barrier to depth.
Can be, but that only occurs when said fidelity is misused or not used to its fullest.
I'll grant that XCOM 1-3 didn't make full use of its depth. The required skill ceiling was hampered largely due to limitations in its AI (having playing against other human opponents via faction hacks, those games have a much higher skill ceiling than it seems on the surface).
But I refuse to accept that as justification for not trying to improve on fidelity and instead round everything down for broader appeal.
Enemy Unknown adds nothing to depth because it mathematically, objectively, can't. You can claim that each decision is more meaningful in comparison, but it's bunk and requires glossing over a lot of what you actually can do in XCOM 1-3.
The ceiling was lowered because they basically rounded all the mechanics down to fit a console controller scheme. XCOM was dumbed down so it could be sold to console gamers.
Enemy Unknown is a GOOD GAME, but it can only offer an estimation of the depth that came before and no more. Of course, "depth" doesn't sell so much today so why the hell do I even bother?