?? It's definitely more punishing (though I'm not sure how much of that is the game actually being harder and how much of it is the steeper learning curve) but where do you get that preserving your soldiers is counter to the design intent? There's quite a bit of documentation out there so I might have missed it - maybe an Ironman thing? I certainly was getting invested in my characters when I played it.
Well, I remember reading under the mod description or readme file that you need to accept that you'll lose Soldiers in the beginning.
Couldn't find a direct quote, but the following is an example of their design philosophy:
Q: A really big UFO just landed in my home country in March! How am I supposed to beat that?
A: Basically, you're not (it's possible, though). The aliens have an active strategy now, gathering resources and conducting research and going on other missions not directly related to XCOM's operations. They're going to do their thing, and sometimes you'll cross paths with them when they are doing something they feel is rather important and have brought along a massive force to defend it. The penalties for XCOM aborting that mission early on are usually small, so don't feel obligated to sacrifice your force to win that one.
Q: It's early in the campaign and I just ran into a mission with tons of powerful aliens. How am I supposed to beat that?
A: Again, you're not. Part of the tactical challenge of the mod is to recognize a bad situation and retreat. Of course, later in the game, the aliens' development may outpace yours.
Essentially, the early game is designed so you're meant to lose certain battles.
That's fully realistic and SOME people enjoy that kind of battle - I just don't. It's fine that the penalties for retreating are "small" - but it's very hard to know if you're supposed to retreat until you've actually encountered the enemy, and that means potential losses before running away.
Also, I played it a few times on both Hard and Normal - and I couldn't keep my guys alive to save my life. The RNG and binary X-Com system is just too limited for the kind of tactical approach that usually makes a hard game interesting.
Apparently, the concept of RPG'ing your team isn't really what it's about. It seems to be about a very long war of attrition and economic hardship.
That's much more realistic and plausible, sure, but it's not what I like about these games.
In that same way, I wouldn't enjoy Jagged Alliance 2 if I had to recruit new team members constantly.
I also hate having so many "red shirts" in the begining of a game. It's directly counter to the personal relationship I like forming with my X-Com team. As I said, I don't accept losing a single team member.
They've added several factors to an INI file so you can tweak them, too. For instance, you can now adjust the length of the long war to whatever suits you, or set the colors for each class' armor. I gotta go dink around with that one - snipers are PURPLE!
I guess I could, but I don't see the rational part about tweaking a mod that sets out to do something to a game that I don't agree with.
I'd rather play around with another mod - or just wait for X-Com 2
You like Long War - and that's cool. I think it's a terrible way to prolong the game, but we all like different things.
Some people enjoy Dark Souls, for instance, and that's similar in how it makes a limited gameplay arsenal into a huge game - simply by being challenging and forcing you to grind until you learn how to avoid grinding - which is pretty much all there is to it. Don't believe me? Enable godmode and experience how limited the actual content really is.
It forces you to adapt to a harsh situation, but it doesn't reward you accordingly. The only reward is the sensation some people seem to get by having "beaten" a completely predictable set of scripts.
To me, that's not worth the effort. I have absolutely no doubt that I can beat every single AI-driven opponent in existence, as long as it doesn't overtly cheat or the game is simple enough to create a truly challenging opponent for, like Chess.
In fact, I think almost all human beings could do that. It's just a matter of time, really.
I need my reward to match my effort - and there's no way I'm going to play essentially the same X-Com game with some added community content if I have to work ten times harder to see it.
That's for other people