Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,257
You make some valid points, but it's worth noting that a particular gun doesn't have to only have a single fire mode like it does in XCOM - I mean a rifle could fire an aimed single shot, a short burst or a full auto suppression burst etc all for the same "1 action" cost. Quite a lot of the complexity is missing because Firaxis chose not to include it, rather than because it's impossible to do.
EDIT - I've got a bit sidetracked because that's almost certainly something they won't fix with XCOM 2, but I still don't think it's evidence that TU are the only way forward for serious strategy games.
Well I'm certainly not saying that 2AP systems can't be "serious" or whatever. But I'd say that the only instance in which 2AP actually has an inherent advantage over TUs (as opposed to the advantage of a specific implementation in either X-Com game, both of which have numerous flaws) is either in multiplayer or with much larger squad sizes that makes speed-of-play an important thing to consider.
How so? During the alien turn, they move (to cover), then overwatch OR open fire. You don't need 2 move actions for that, unless there are no cover available, but that is mostly a mission design issue then.
That would also punish stupid positionning, as you'd be dead meat if caught by surprise in the open, if only the aliens were allowed to be on patrol or on overwatch...
I'm talking strictly pre-combat Alien moves towards you to spot (out of cover)->alien moves to cover->alien can't fire.
Of course if aliens are already active and aware of you, they'll move into cover as their first action, then fire on their second.
Neither game implements looking as a an action that costs time, so dunno what you are talking about. In fact X-Com does cost TUs to turn, which is the closest.Actually, X-Com seems more tailored after special forces or SWAT operations than regular armies. Its prequel, Laser Squad featured many commando missions (enter building, destroy terminals, or assassinate someone).
Btw, if we follow the rl argument, moving in real life looks more like neuXCom than x-com, because you spend an awful longer time looking for opponents, or keeping your head down, than moving in the open : in other words, the "moving" part of a rl move action only represents a short time compared to the look for threats, and try not to be a too easy target while doing so.
If you just want to talk about movement then original X-Com is better. Reaction fire is a comparison of the ticking clocks of each solder's reactions and TUs left, which makes sense. Nuxcom's overwatch system is silly and makes running a single step exactly the same as running straight up to the aliens and 50 feet in the other direction.
But in any case realism arguments aren't hugely important. Turn based movement is never going to translate perfectly to reality.
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.
Actually, if you have all guns require 51% AP to fire, then your whole AP system becomes irrelevant. On top of that it is very akward to use melee with an AP system (things like charge are much easier to represent with discreet actions than TU, as it is both a move and an attack).
It's not irrelevant at all. Crouching still uses TUs, Turning uses TUs, inventory management uses TUs. Do you run further for better cover or shorter for worse cover that leaves you TUs to crouch before shooting? That's a decent circumstantial decision. Do you shoot or fall back, pull out a grenade and prime it? Neither of these can really happen in NuXcom.
Melee is awkward, but that's mostly a UI issue. OpenXcom already pretty much fixes it by showing you how many TUs will be left before you make a move, and it's not hard to dumb it down even further by adding a giant "you won't be able to attack in melee if you move this far" warning.