Games

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- !gaming@Lemmy.world: Our sister community, focused on PC and console gaming. Meme are allowed.
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I was considering buying this as a massive fan of XCOM 2.
Was.
I'll just keep playing Cyber Knights: Flashpoint thank you very much.
Check out Xenonauts 2. It's positioned as a spiritual sequel of classic X-COM, rather than modern XCOM, though so there are differences.
Probably the best difference, and I don't understand why modern XCOM did this, is classic and Xenonauts have larger squad sizes. This is huge, because the entire genre is about gambling on actions. If you only have four actions, taking a 50% shot, but potentially being in danger, is an issue. If you have 8+ actions (8 squad members minimum, and you'll often get multiple actions per member), a 50% shot is a lot less risky. It's more about setting yourself up to get many attacks, rather than one perfect attack. There's a lot more opportunities to mitigate risk.
It also has a much stronger strategic game, which I feel is largely lacking in modern XCOM. It's all about tactical battles. This game, in particular, I think is almost entirely tactical battles, with little strategic opportunity, and no strategic layer IIRC.
I actually prefer the smaller squad sizes and more barebones strategic level. Having a more RPG-like structure and more focus on a small number of characters is my jam. I looked at xenonauts, I think it's absolutely amazing for a specific kind of player, and I know that I'm not that specific kind of player.
Menace's solution to this is to basically remove the option for most weapons to miss entirely. A squad in that game is treated like a single unit, the equivalent to an XCOM/Xenonauts soldier. When you attack, it's the same percentage roll applied to every bullet in the burst for each soldier. This means a single attack might have 40 individual dice rolls. The question is not if you hit, it's for how much. Seems like a nice way of solving that issue without adding a whole bunch of units.
Cyber Knights does something similar: an attack with most weapons is a burst with each bullet's chance to hit being individually rolled. This normalizes the chance to hit so it's not all or nothing.