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Default Xenonauts 2 - Kickstarter Live and Funded

June 26th, 2018, 14:36
Replacing live action interceptions from Xeno 1 with some turn based battles in Xeno 2 is good thing in my book.
Removing base building on the geoscape and replacing that with Firaxis Xcom system is a terrible thing in my book. And as a result there will be no base defense missions just like in Firaxis Xcom.
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June 26th, 2018, 16:09
Originally Posted by Carnifex View Post
Well I was stretching it calling them "classes", more like skill sets and traits I suppose. Don't want to give false hopes!!

I'll miss the interception program from the first one though, I quite enjoyed that. Added a little mustard to the whole experience for me.
Were there traits in the first game? I thought it was just like the originals with only stats that improve when used, nothing else to separate one soldier from another?
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June 26th, 2018, 16:11
Originally Posted by Archangel View Post
Replacing live action interceptions from Xeno 1 with some turn based battles in Xeno 2 is good thing in my book.
Removing base building on the geoscape and replacing that with Firaxis Xcom system is a terrible thing in my book. And as a result there will be no base defense missions just like in Firaxis Xcom.
They're removing base building on the Geoscape? That's a serious con to me as well. I might agree on the interceptions a long as it's something more fun than the originals had (where nuXcom is even worse…)
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June 26th, 2018, 17:04
Originally Posted by TomRon View Post
They're removing base building on the Geoscape? That's a serious con to me as well. I might agree on the interceptions a long as it's something more fun than the originals had (where nuXcom is even worse…)
Read about it on links about it on their KS.
You are going to have one main base in Iceland that is going to look like nuXcom base - ant farm.
Aliens will never attack this one as you cannot lose it as you cannot make more.

Then you are going to just make interceptor bases in other continents (just like how nuXcom did it).
nuXcom satellites on continents are being replaced by you sending human diplomats or soldiers into different continents to be your liaisons and influence regions (I guess getting more money from regions is going to be one of the results just like how satellites did in nuXcom).

So yea…
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June 26th, 2018, 17:17
That sounds less fun indeed, but I'll reserve judgement until I've tried it. The Aliens not being able to attack your base is certainly a downer though.
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June 26th, 2018, 18:42
Yeah, losing the base battles seems like a poor choice, from my perspective and the way I enjoy playing. Not enough to turn me off the entire project though, I'll just be hopeful for better changes at release.
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June 26th, 2018, 18:51
But there *are* still base battles according to my reading, during which you'll be able to deploy your units in advance of the aliens arriving. But I don't get how the layout will work with the new homebase format… or if the aliens only attack satellite bases, will they have predetermined layouts? I actually would prefer this since it seems like too much busywork to scope out all your sub-bases.

I personally am glad there won't be any more real-time aerial engagements. Mixing turn-based and real-time combat in one game is a terrible design decision.
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June 26th, 2018, 19:36
As long as my ray gun is more powerful than your ray gun who cares ?
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