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Author Topic: X-Com: Cappin' 'Toids Coast-2-Coast  (Read 7497 times)

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Smiler

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #60 on: June 03, 2011, 06:07:04 AM »

XCOM E3 2011 Trailer

Quote
The main problem for me is really that aside from the setting it doesn't look different from what Brothers in Arms did in 2008 already.

 Edit: BIA might have done it much better even.
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Mothra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #61 on: June 03, 2011, 07:03:54 AM »

Looking worlds better, though.
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Mongrel

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #62 on: June 03, 2011, 07:46:41 AM »

Hahahahaha the clock/townhall from Back to the Future. Iss wary funnay.

The game itself looks rather lame and out of date though. :/
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Mothra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #63 on: June 03, 2011, 08:00:13 AM »

Hey Mongrel let's comment on everything in every thread!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Mongrel

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #64 on: June 03, 2011, 10:18:13 AM »

OKAYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Smiler

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #65 on: July 12, 2011, 12:57:01 PM »

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François

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #66 on: July 12, 2011, 02:55:12 PM »

strategy games are not contemporary so let's turn this beloved franchise into a god damned fps

iesus
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Classic

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #67 on: July 12, 2011, 04:46:30 PM »

Are there enough players interested in being totally abused to make an FPS that's actually as terrifying as being a grunt in an X-Com strategy map is supposed to be?

I mean, we have Demon's Souls... but...
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Bongo Bill

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #68 on: July 12, 2011, 05:19:58 PM »

Well, at least it looks like a good FPS.
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...but is it art?

TA

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #69 on: July 13, 2011, 07:50:01 AM »

The Xcom devs need to just stop saying things, it's gonna spin up the hate machine no matter what.

Quote from: Actual Sequence of Events
"I BET IT'S GONNA HAVE SHITTY TACKED-ON MULTIPLAYER!"
"Actually, we're focusing everything on making a good single-player game."
"WHAT, NOT EVEN MULTIPLAYER?  FUCK YOU!"
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Mothra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #70 on: July 17, 2011, 12:10:21 PM »

gen16.com: XCOM preview

Spanish-language gameplay video. Way more strategic freeze-time bits than I was expecting. Not going to say it necessarily looks fun right now, but this just got a whole lot more interesting.
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JDigital

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #71 on: August 23, 2011, 10:42:52 PM »

Today I learned that UFO/X-Com has a lot of bugs, several of which can be exploited.

Some good stuff:

  • Tanks are automatically filled with ammo if your base is invaded and you have no ammo
  • Building zero of an item, then changing it to 1, lets you build it for free with no material cost
  • Staff in transit between basis at the end of the month take no salary
  • If you have 256 engineers or scientists, it loops back to 0 and you no longer need to house them or pay their salaries. You can stlil use them as long as there's at least one project on the go at all times, otherwise it consider you to have 0 engineers/scientists free and you can't start a new project
  • You can throw grenades and shoot rockets up through the ceiling to the floor above, and he'll be safe because explosions don't carry between floors

I also discovered that some people think the game isn't hard enough, and play with self-imposed restrictions:

  • No exploits (256 engineers, throwing grenades through ceilings, XComUtil mods)
  • Limited alien tech (no alien weapons; no alien tech for X years, no psionics, no Avenger until Cydonia
  • Limited manpower (three-man away teams only)
  • No manufacturing for profit
  • Alien sabotage: assume alien at landing sites detonate their ship after turn 20 (simulate by aborting the mission on turn 21)
  • Government control: Governments confiscate all Elerium, or all but 50 units
  • Stealth: No radar allowed

The author of XComUtil came up with his own scenarios, some of which are literally impossible:

  • Xenophobe: No capturing aliens alive. Alien tech sold immediately. You can't actually win.
  • Bean Counter: You may only use items that are re-usable and don't require ammo. You may not destroy anything, including shooting down UFOs or the use of explosives.
  • Explosive: Only explosive weapons!
  • Photophobe: Night battles only.
  • Technophobe: No scientists or engineers. No alien technology. You can't actually win.
  • Neo-pacifist: You can't directly kill any alien. You can use proximity grenades, or grenades with a long timer, since it's the alien's fault if he doesn't avoid it.
  • One base. In Hawaii.

Another difficult scenario is 1 Mission X-Com, where you're only allowed to make one away mission during the entire game. In order for the game to be winnable, this must be a battleship, and you must recover a live alien commander and leader to unlock the Cydonia mission, plus enough intact alien tech to build the Avenger.

To make it even harder, you may not sell items you manufacture, sell items from your one away mission, use psionics (except to research Mine Shield), or fire blaster bombs with multiple waypoints. If your base is assaulted, you must abandon it. Because you can only make one away mission, you can't respond to terror sites, assault alien bases, or loot UFO crash sites. Apparently someone's actually beaten it.
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Mothra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #72 on: August 24, 2011, 06:49:10 AM »

I got up to Chryssalids doing an all human-tech run. It gets just brutal when mutons and hovertanks show up.

On the other hand, finally had a good excuse to use incindiary rounds on fucking everything

God, the collateral damage

the empty, soulless eyes of my zombie nightmare walking out from a gas station inferno to feast on my men from across the map
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Mothra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #73 on: August 24, 2011, 06:50:47 AM »

guns, tanks, bombs

they're like toys against them!
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JDigital

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #74 on: August 24, 2011, 07:26:46 AM »

I once sent all but three of my men into a shop, after carefully de-equipping their rockets to avoid collateral damage. A chryssalid comes downstairs. In two turns I went from nine versus one, to three guys versus five chryssalids.
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Mongrel

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #75 on: December 18, 2011, 07:36:02 AM »

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JDigital

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #76 on: December 18, 2011, 01:25:27 PM »

Julian Gollop once said in an interview that his first game was originally designed as a tabletop RPG, but the rules were so cumbersome that he had to make it as a ZX Spectrum game.

I've been interested in a tabletop version of X-Com, but it would be difficult to retain the game's tactical complexity without making it cumbersome to calculate.
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aqeelkhan

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #77 on: December 28, 2011, 08:33:36 AM »

Great information! I’ve been looking for something like this for a while now. Thanks!
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Shinra

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #78 on: December 28, 2011, 08:39:33 AM »

I couldn't figure out what he was talking about but then i noticed his signature.

 ::(:
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JDigital

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Re: X-Com: Cappin' 'Toids Coast-2-Coast
« Reply #79 on: December 28, 2011, 02:37:13 PM »

Glad you like it, aqeelkhan!
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