Yup, we've implemented fast exciting XCOM combat in its entirety.
Alienman throw us some pics!
What about scenario destructibility? Any plans for, say, X-COM Apoc level of GLORIOUS destructbility?
I'm curious, though - what's wrong with a free camera?
One ends up fighting the camera as much as he fights the enemy.
Hey Goldhawk are you perhaps simulating projectile spreads more realistically now (like the original x-com) or are you planning on sticking to the xenonauts 1 model where bullets tend to almost always hit intervening cover?
Even more importantly: dynamically destroyed ufos ala x-com1 where different walls (exterior too) can get blown out and such?
Both contributed to making x1 more formulaic than it should have been. And don't get me started on the recolored lategame enemies that just have ++stats...
BUUUUUUU.. let us have advanced weapons that can open these extra entryways into UFO even if it didn't open during dogfight/crash.The UFOs are now partially destructible. Having X-Com style destructible UFOs is only really possible if you're willing to build them out of the thin walls from the first game (i.e. they'd just be boxes), but the ones in X1 were a pretty stupid shape and the fact they only had one entry point made breaching them repetitive. This time around each UFO has several pre-defined weak points (e.g.weapon pods) that can be destroyed depending on how much damage the UFO has taken in combat or when crash-landing. This defines how many weak points are destroyed - and if a weak point is destroyed, it creates a hole in the hull that you can use as an alternative entry point. If not, it's just another invulnerable part of the hull. I'd also like to do a bit more work on allowing the player to fight *inside* the UFOs, as they had more interesting layouts (which were made of destructible walls) than they did in Xenonauts.
I swear that x1 had some sort of building collapse mechanic though. I remember killing one of the teleporting aliens by collapsing a building.The destructibility will be similar to that in Xenonauts 1, in the sense that almost everything can be destroyed if you have a large enough weapon. There's a few caveats - the terrain (grounds and cliffs) are indestructible, and buildings will have metal pillar "skeletons" that support the upper levels if you shoot away the lower walls. Destroying the ground in a 3D game is a whole Pandora's box I have no intention of opening, and simulating building collapse is possible but very complicated and given it would only be triggered very rarely I think dev time is better spent elsewhere.