What? That just makes it worse. I spent all those TU to get in a defensive position, I better not stand up again or those points are wasted.This can be solved by attaching a TU cost to crouching/going prone (by 'good spot' I assume you mean a well-protected spot).1) Since you can spend TU on anything, and since attacking is so crucial to success, the incentive is to not move very much, just find a good spot and attack attack attack. This makes battlefields less dynamic.
Hmm, I see what you mean. It's very true that moving out of cover in XCOM was clearly the "wrong" move.It's the 2-AP system that makes battlefields less dynamic - it heavily incentivizes sticking to cover, because once you go out of cover, you only have 1 AP left and there's very little you can do, and because moving two steps is the AP equivalent of firing a rocket launcher. It's quite literally popamole in that sense.
Well, XCOM did have "zero point" actions like opening doors and grabbing Meld. If we're adding "this can be solved by" clauses, this can be solved by not ending your turn automatically after spending your 2AP.It's also very rigid/inflexible, once you spend your 2 AP's you can't even perform minor actions like flip a switch or something, your turn is automatically over.
Actually, sticking to cover makes sense in a firefight.This can be solved by attaching a TU cost to crouching/going prone (by 'good spot' I assume you mean a well-protected spot).
It's the 2-AP system that makes battlefields less dynamic - it heavily incentivizes sticking to cover, because once you go out of cover, you only have 1 AP left and there's very little you can do, and because moving two steps is the AP equivalent of firing a rocket launcher. It's quite literally popamole in that sense. It's also very rigid/inflexible, once you spend your 2 AP's you can't even perform minor actions like flip a switch or something, your turn is automatically over. It simply isn't very fun to play with.
I have no problem with the 2 AP system, but the TU system isn't really the pinnacle of good game design. AP's make sense in Jagged Alliance, where you have a shit-ton of actions your mercs can perform, in X-Com you can't even go prone or gradually spend your points for higher hit chance, so it's redundant. It could be streamlined to something like 4 ponints for movement and 4 points for action, where every movement point covers a couple of meters, and different actions cost different amount of action points.
This way you don't fucking have to count your moves every time you move or act, and you learn use your points more efficiently, without ending your turn with 13 useless points, when the cheapest action costs 14, because reasons.
I did see one explanation that was interesting. There are a couple of bad things about a full AP system:What the hell is better about [2AP system]?
1) Since you can spend TU on anything, and since attacking is so crucial to success, the incentive is to not move very much, just find a good spot and attack attack attack. This makes battlefields less dynamic.
2) There is the thing where you step around a corner, attack, and then hide again with NO RISK of being counterattacked. Some players may love exploiting this, but enabling this behavior is actually lame.
The big exploit of old X-Com is that aliens never get reaction fire on you if you and the alien spot each other simultaneously. So what you can do is use half of a guy's TUs to move forward and clear fog of war, and if he spots an alien the rest of the squad shoots it using squad sight. If he doesn't see anything, he can move back to the same position he started (out of sight) and do the same thing again next turn. It's pretty much an unbreakable turtle setup. If a map doesn't have a lot of blind corners you can clear any map this way easily. TFTD made it kinda worse because aliens don't get to reaction fire on a dude opening a door, so you can exploit doorways the same way (in X-Com 1 you can use smoke to exploit the "we saw each other at the same time reaction tie" inside UFOs and bases but it's trickier, since only TFTD allows you to manually open doors without walking through them). I don't really know how to fix that - how does Xenonauts handle it?
I totally stopped doing the "move around in an overwatching huddle" thing in Long War, mostly because there is a lot of good stuff to do with with an entire move. Like if you blue move + steady aim (a universal ability that isn't in vanilla) you have to take a shot before moving next turn to get the aim benefit. So you end up moving your "scout" (the actual role, not the class, the guy that makes the first move of the turn), your rocketeer, infantry (because he can shoot twice a turn, using the blue then the yellow move, you don't want to move him after contact) and sniper in ways where you worry about LOS and cover even without seeing any enemies.
Plus you get a lot more situational awareness about enemy placements because you can bring battlescanners on way more people than just one on a sniper like vanilla. You'll do stuff like see an enemy group on scan and move proactively to attack it before any more patrols move into the area.
I've cleared the monthly supply ships approximately a thousand times in TFTD superhuman by exploiting the doors. Against smaller stuff on open maps nothing will break the anti-reaction turtle. When I have people die it's in bases, battleships and terror missions where I have to check closets over and over, which is why I haven't finished a game of TFTD since like 2000.
My main problem with Long War is that it rewards turtling and using squad sight offense almost as much as '90s X-Com, because the AI doesn't know how to push its firepower advantage when it can't see anyone even when activated. The only way to make it work is to bribe the player with shit like Meld cans to get you to move, and to give you the means to not walk into a 5-grounp gangbang with scanners/concealment scouts/bioelectric skin. When you get into lategame base missions and large UFOs and there's no Meld it just doesn't work, and the LW guys have a "simulationist" structure where your reward for playing well is that you get to do more damn large UFOs and bases and therefore get mad loot.
Actually, this has nothing to do with the 2 actions sysem, it is a consequence of the aliens activation on discovery system which prevents them from ever being ready to surprise you (and partly due to squad size reduction which makes losing people more punishing than it was). If they started activated, walking in the open like you are encouraged to do now would be suicide.In a 2TU system, especially the way nuxcom used it, there is basically 0 relevant positioning before battle. Starting a fight with all of your soldiers in cover is no different from starting it out of cover, your soldiers use their first move to get into cover and shoot just the same. To the point where people just huddle groups of 4/6 walking 1-2 steps at a time all out in the open, because there's no penalty to being exposed and it massively decreases your risk of contacting multiple groups. It's a joke to watch and it's a joke to play.
For whatever it's worth, this has been specifically fixed in the sequel.It still manages to clash with its own rules, like forcing soldiers to move through poison clouds.
Again, the idea is to make it so you don't just stick your guys in a spot and have them sit there shooting. You may think that's a dumb reason, but it is a reason.Or why the hell does shooting end a turn even if it's the first action? Any reason for that except for sticking to the source material (tactical jrpgs) as close as possible?
Actually, this has nothing to do with the 2 actions sysem, it is a consequence of the aliens activation on discovery system which prevents them from ever being ready to surprise you (and partly due to squad size reduction which makes losing people more punishing than it was). If they started activated, walking in the open like you are encouraged to do now would be suicide.In a 2TU system, especially the way nuxcom used it, there is basically 0 relevant positioning before battle. Starting a fight with all of your soldiers in cover is no different from starting it out of cover, your soldiers use their first move to get into cover and shoot just the same. To the point where people just huddle groups of 4/6 walking 1-2 steps at a time all out in the open, because there's no penalty to being exposed and it massively decreases your risk of contacting multiple groups. It's a joke to watch and it's a joke to play.
It certainly looks like they've fixed the second one for XCOM 2, but the pod activation system was the biggest problem with the combat. I'm pretty sure I know why they use the pod system, but I don't want to derail this post halfway through so I'll add that in the bottom. Anyway, a 2-action system in theory does have some pretty serious advantages over TU, both of which have already been mentioned:
- A TU system that governs both movement and shooting encourages a more fluid battlefield (negated in XCOM 2012 by the pod system). If you're in a firefight and you're using a TU system, the optimal thing to do is just to spend all your TU on shooting rather than moving because it usually has the best damage output and lowest risk. Combat is therefore ends up being very static.
- Move-shoot-move can be abused if a unit is popping out from behind a building or wall etc. An overwatch / interrupt system can partially counter this, but it still gives the advantage to the attacker. Move-shoot-move is extremely easy to do and has no opportunity cost, whereas going onto overwatch to defend against it requires you to know where the enemy are coming from and means you're committing to spending TU that may not actually deliver a shot (e.g if the enemy move-shoot-move once and then decide to go elsewhere). The burden falls disproportionately on the defender and it's actually kinda lame - and I think this would be far more evident if you played a game like original X-Com multiplayer rather than against the AI, as people would exploit it all day.
Combat in real life upon contact IS very static, real life prioritizes buckling down and shooting at an exposed enemy until it becomes safe to move over moving under fire. You're opposed to having consequences for not planning before enemy contact correctly?
I have actually played X-Com multiplayer. The simultaneous spotting mechanic almost goes unused because players don't stand in open fields where both sides spot each other at the same time. The real problem is that both sides end up resorting to simply carpetbombing the whole map with explosives and never even see each other. Have to put in rules to prevent that.
Combat in real life upon contact IS very static, real life prioritizes buckling down and shooting at an exposed enemy until it becomes safe to move over moving under fire. You're opposed to having consequences for not planning before enemy contact correctly?
There's no additional effect for "good planning" if the only strategy is to stand still and fire as many shots as possible. Your soldier is still dead pretty much immediately even in a game like XCOM 2012 if you've planned badly and left him out in the open prior to enemy contact, the only difference is that a TU system encourages all the (correctly placed) soldiers in cover to stay there for the entire duration of the battle. A system that splits out movement and shooting encourages even well-placed soldiers to move and try to flank each other, opening up options for a superior player to outplay their opponent.
My friends in the army assure me that real life combat involves hours of lying in the dirt and exchanging long range automatic fire with enemies that you can hardly see, then calling in an airstrike. But as that probably wouldn't make a very entertaining game it may be best to avoid using realism as a proxy for effective game design. I'd take your point if we were talking about simulations, but we're talking about strategy games, no? The objectives in each genre are subtly different.
I have actually played X-Com multiplayer. The simultaneous spotting mechanic almost goes unused because players don't stand in open fields where both sides spot each other at the same time. The real problem is that both sides end up resorting to simply carpetbombing the whole map with explosives and never even see each other. Have to put in rules to prevent that.
Fair enough. My post was making the possibly naive assumption that there wouldn't be any tactics even more overpowered than move-shoot-move; I'll correct myself to say that in an otherwise balanced system I think the way that move-shoot-move is far more onerous to defend against than it is to use would quite quickly become obvious.
The "good planning" is ensuring that soldiers are in position to stand still and fire as many shots as possible. That's superior military strategy and superior play, having your units in the right positions before contact and being able to dictate the terms of battle rather than being caught off guard and being forced to react defensively to enemy movement.
No, in XCOM 2012 you have no penalty if you are standing out in the open before enemy contact. See the previously mentioned "everyone huddles together and takes one step at a time" gimmick, which is the 100% best strategy in vanilla and only slightly deterred in Long War by adding more firepower to experienced soldiers who can save their move action (but even still there is no direct penalty or vulnerability to activating an enemy while you are out of cover, and often it's still superior since you can just retreat and then set up 8-soldier overwatch traps).
Your point about realism being boring would have merit if a single fight in X-Com involved hours of shooting each other before calling in an airstrike, but it doesn't. Fights in X-Com go quickly while rewarding players who utilize proper https://en.wikipedia.org/wiki/Bounding_overwatch strategies (Arguably Xenonauts is even better at this thanks to suppressive fire mechanic). Both defense and offense have certain strengths and weaknesses that need to be exploited to tilt the odds in your favor.
I also agree that there's no penalty in singleplayer XCOM 2012 for standing out in the open before enemy contact, and the best tactic is a slow huddled advance. But my point was that is a factor of the XCOM AI rather than the actual game rules, and people being critical of the 2-action system are usually actually raising complaints with the XCOM AI. If you play XCOM multiplayer against a human being there's plenty of risk leaving a soldier out in the open, because there's a substantial accuracy and crit bonus against a soldier who is not in at least half cover.
Thus I think the 2-action system is fine because it doesn't inherently dumb down the combat or make planning less important, whilst also making the combat more dynamic because units are not obliged to stand still for the duration. Unfortunately the implementation in XCOM suffers from AI / pod system limitations that negate many of those advantages, but that doesn't mean that every game that ever uses such a system (perhaps including XCOM 2) will automatically suffer from those same limitations.
Actually, this has nothing to do with the 2 actions sysem, it is a consequence of the aliens activation on discovery system which prevents them from ever being ready to surprise you (and partly due to squad size reduction which makes losing people more punishing than it was). If they started activated, walking in the open like you are encouraged to do now would be suicide.In a 2TU system, especially the way nuxcom used it, there is basically 0 relevant positioning before battle. Starting a fight with all of your soldiers in cover is no different from starting it out of cover, your soldiers use their first move to get into cover and shoot just the same. To the point where people just huddle groups of 4/6 walking 1-2 steps at a time all out in the open, because there's no penalty to being exposed and it massively decreases your risk of contacting multiple groups. It's a joke to watch and it's a joke to play.
That would require the aliens to have 3 actions, which is not a 2 action system. Aliens spot you on a move->move to cover->no action left for an attack. Only aliens that don't rely on cover are "gimped" by this, and if they were unhobbled it would just make already-powerful units god tier (and in fact the sectopod already can overwatch immediately, which is close to the same).
It certainly looks like they've fixed the second one for XCOM 2, but the pod activation system was the biggest problem with the combat. I'm pretty sure I know why they use the pod system, but I don't want to derail this post halfway through so I'll add that in the bottom. Anyway, a 2-action system in theory does have some pretty serious advantages over TU, both of which have already been mentioned:
- A TU system that governs both movement and shooting encourages a more fluid battlefield (negated in XCOM 2012 by the pod system). If you're in a firefight and you're using a TU system, the optimal thing to do is just to spend all your TU on shooting rather than moving because it usually has the best damage output and lowest risk. Combat is therefore ends up being very static.
See my previous response to this. Combat in real life upon contact IS very static, real life prioritizes buckling down and shooting at an exposed enemy until it becomes safe to move over moving under fire. You're opposed to having consequences for not planning before enemy contact correctly?
I also agree that there's no penalty in singleplayer XCOM 2012 for standing out in the open before enemy contact, and the best tactic is a slow huddled advance. But my point was that is a factor of the XCOM AI rather than the actual game rules, and people being critical of the 2-action system are usually actually raising complaints with the XCOM AI. If you play XCOM multiplayer against a human being there's plenty of risk leaving a soldier out in the open, because there's a substantial accuracy and crit bonus against a soldier who is not in at least half cover.
It's not really possible to "fix" neo-XCOM's AI unless you ditch simultaneous enemy movement. As I said before, the AI generally isn't "gimped" in its reaction to seeing you. It has to move to you, see you, then move to cover. That's 2 AP, all used. The alternative would be to have aliens move to you, see you, then shoot and remain out of cover for the player turn. That would be insanely exploitable. Players are different, X-Com soldiers in MP aren't busy doing stuff on the map and are always combat-ready with a vague idea of where the enemy is, so they can prepare.
Thus I think the 2-action system is fine because it doesn't inherently dumb down the combat or make planning less important, whilst also making the combat more dynamic because units are not obliged to stand still for the duration. Unfortunately the implementation in XCOM suffers from AI / pod system limitations that negate many of those advantages, but that doesn't mean that every game that ever uses such a system (perhaps including XCOM 2) will automatically suffer from those same limitations.
But that's entirely not what a 2AP system accomplishes. You could have very nearly the same movement-based gameplay with a TU system where all guns required 51% of TUs to fire, rather than the 20-30% of X-COM. Absolutely nothing "lost" from what makes 2AP supposedly superior, and gaining everything good about the TU system (more diverse actions and aiming types, inventory, stances, etc). And losing the latter in a 2AP system does certainly dumb down the system. Whatever you think 2AP adds, and whether or not you think what you think it adds outweighs what it takes away, you can't say that losing that complexity that it takes away isn't dumbing down.