Before this thread got derailed into nonsense about "muh graphix" (seriously? Is this IGN?) another poster raised some valid concerns that were never addressed. Here:
I am wondering if X2 will have fixed these issues I had with X1:
1. Not enough maps
2. Too small squads from the start, lack of horror from your troops dying like crazy but you still managing to finish missions like in 1994 UFO.
3. Only able to enter UFOs through main door, rarely through side ones. Not being able to make your own opening in UFO walls
4. Only enemy having PSI. Players not even having access to PSI defense.
5. No crazy weapons like Blaster Launchers (not even in lesser form) or those flame autocannons you start with in 1994 UFO.
To me base Xenonauts 1 was a 7/10 game, CE and mods made it a 8/10. Points 1-3 were fixable with mods, point 4 was possible to disable (but not FIX) with mods and point 5 was not really moddable. I'll add some points of my own:
6. The flying armor. Xenonauts and Nuxcom seem to share a stupid hatred for the Flying Armor. Tho Nuxcom1 DID put it in the game, idiots at Firaxis removed it from Xcom2 because "muh baliiinnseee" and Xeno1 put flying into the game, but no shooting while flying. So let me be 100% straight: dear devs, shove "muh baalaaance" up your and give us the flying armor back. You're fixing a "problem" that never existed. Flying around raining death from above was FUN and a fitting reward for end game X-Com.
Please consider reintroducing the flying armor (WITH THE ABILITY TO SHOOT MID FLIGHT) into Xenonauts 2.
7. Tiered aliens. Even though pallet swapping enemies is a longstanding and
RPG tradition, the original X-Com never really had to resort to that. Introducing stronger late game aliens while phasing out the early game aliens is IMO a more elegant solution than starting the game killing blue not-sectoids and finishing the game killing black-and-gold not-sectoids.
8. Weapon evolution that boils down to bigger numbers. Come on, let's not pretend Xenonauts weapon tree doesn't boil down to "Rifle I, Rifle II, Rifle III...". This point is ofc related to point 7. I hope Xeno2 bring a tech tree that gives us
more tools to combat the aliens, rather than simply improving the existing tools. What about an EMP to disable enemy mechs (but is useless against infantry)? A psi-disruptor grenade/rocket that fries the brain of psionic aliens (but doesn't affect dumb aliens in any way)? Some biological weapon meant to
melt the reinforced skins of tough bio aliens (but is useless against robots)?
9. More utility/support options. We have medpacks and smoke, which is nice, but demolition charges are seriously lacking. Xeno1 had a mod to add breach points to UFOS, but the AI doesn't react all that well to it. It would be much better if devs themselves put breaching into Xeno2. Other support/utility options: temporary invisibility, weapon jamming, rapel/hooks, unnamed drones for scouting and drawing out reaction fire. I could go on.
Finally, even if dev ignores this completely, do try
not to botch PSI again. PSI in vanilla Xeno1 was utter shite, it was simply a "haha, fuck you" mechanic. Give players the ability to counter PSI or remove it completely.