luinthoron
Learned
More questions and Gollop's answers from the comments section, as well as from the comments for the latest update:
Q: Is there an educated guess about the possible system requirements of Phoenix Point?
JG: Not yet, but we will provide as many configuration options as possible to help with performance. The requirements are certainly not going to be very demanding.
Q: Any chance of a poster of the behemoth as a reward?
JG: A few people have asked for this image as a poster! We will see.
Q: I do miss being able to pickup items from fallen comrades/aliens as per original X-COM so I hope this becomes an option as it can be a real game changer in certain situations.
JG: Yes, you will be able to pick up items on the battlefield, or dropped by others.
JG: We are aiming for the quality of modern XCOMs, minus all the cutscenes. Also, a dollar goes 3 times further in Bulgaria as it does in the USA.
Q: I would expect combating the spread of the microbial mist will be just as - or potentially even more important than simply combating the mutants head on in terms of long-term success. How will the player be able to do this?
JG: I can't reveal too much about this - but there will be ways to combat the mist both on the strategic level and in battles.
JG: There will be a tutorial in-game, but there will be an option to skip it.
Q: I was wondering, can we save our favourite squad-mates to use on future playthroughs? Either from a palette pool or for a NG+?
JG: Yes.
Q: How would you guys decribe the difficulty compared to the original xcom?
JG: The difficulty will be comparable, plus there will be an iron man mode. We are aiming for the difficulty curve to be more of a consistent upward gradient.
Q: So if all the immortalisation slots sell out we could potentially have over 25 factions in the game? I'm sure everyone paying that amount would chose to be a faction leader.
JG: These are haven leaders, not faction leaders. There are currently 3 factions planned for the game, but there are also a large number of independent havens. The big factions will by trying to recruit those independent havens, or conquer them. Some of these havens might be well developed, others very small.
Q: Would the haven leader being psychic be within the bounds of game world plausibility? And if so is there an upper bound to psychic power? I'm wondering if I can afford immortality and I have a concept for a haven where the leader's psychic powers are what keeps the mist at bay.
JG: I can't answer this definitively right now. There are psychic powers in the game of a sort, but they are only possessed by aliens or humans mutated by the alien virus. Your haven leader could be a mutant - this is entirely possible.