There's an interview with someone in Firaxis...they said something along the lines of "Most players lost their first playthrough of XCOM, so we're basing the story of the second game off of that". Narratively, it's more interesting than a scenario in which we won. I find the few people complaining about it utterly confusing. What did they want, exactly?ObsidianJones said:We lost.
We have a trophy government as it is. All our military seems to be disbanded. The literal few soldiers the resistance would get, they would never send more than absolute barebones to any mission. Because Losing 7 field assets when you have around 40 and your replacement rate is one new soldier per successful mission severely limits your future operations.
I do hope there's a mechanic that if you really bungle a mission and lose everyone (like someone would do that with the invention of save scumming), you'd have to do 3 times as many missions in a locale to renew the trust of the people to have them volunteer again.
They need to balance the strategic game so that having a tactical mission go tits up doesn't throw the entire war effort off its axle, as it did on Classic and Impossible. It's all well and good to design this game where losses are part of the process, but losing your "A Squad" late in a campaign was a functional game over, because they didn't stagger their difficulty to the point where you could reasonably expect to level up neophyte soldiers, and they didn't sufficiently incentivize not putting your eggs in one basket (quite the opposite, actually). The result was this weird binary difficulty where either your successes snowballed into more successes and the end of the game was a cakewalk, or you just blew up on a single mission and lost.
So...absolutely. A mechanic that allows for the bungling of missions would be most welcome.