You'll have four classes available to your soldiers, which are chosen randomly when a rookie "ranks up". To help counter the ease of loss, your soldiers will gain classes and special abilities, making them hit harder, last longer, and have some nice tools on the battlefield. Tactical decisions, use of cover, and proper equipment are what will keep your men alive, not waves of rookies suicide bombing clusters of aliens. The main argument in favor of this is that since you have fewer soldiers, you tend to become more attached to them, and it makes losing one for good hurt all the more. Initial squad size is four, and can be upgraded to a maximum of six. For one, no more bringing 15 rookies to act as meat shields. A lot has changed between the originals and Firaxis' imagining of the game. It's easy to just let fanboyism kick in and say the game is awesome, but I won't do that. New weapons, scanning technology, every little bit helps. Another big part of XCOM has been taking alien weapons and tech, and reverse engineering it, to better equip your soldiers, aircraft, and base. This is just one of many questions you'll ask yourself in the course of things.When the mission is over, you take your soldiers (whoever survived, at least) back to your base, along with whatever alien tech you could get your hands on. Should you send your team to check a UFO landing in Prague, or do you fly them halfway across the world to stop a panic in South America? You can't help everyone, and time is just as important a resource is money. When aliens invade, the countries of Earth band together to form XCOM, a counter measure to stop the invasion.Fighting aliens is all well and good, but the real key to XCOM has always been learning to choose your battles. XCOM is an old top down, turn based, strategy RPG, filled with micro-managing units and bases, production, and keeping the various countries on earth happy.
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