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Author Topic: Phoenix Point : In the works X-COMlike from Gollop  (Read 57013 times)

ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #225 on: February 19, 2018, 10:13:01 am »

Yeah, it doesn't look bad. Some of the animations aren't quite there yet but Q4 2018 looks like a good release window.
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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #226 on: March 27, 2018, 03:15:55 pm »

First backer build is set to release April 30. Be interesting to see what they've come up with.
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Pencil_Art

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #227 on: April 27, 2018, 12:31:00 am »

Bump with a video!

It's some footage of the pre-alpha build, featuring some crabmen and an incomplete spider queen, as well as a brief overview of some of the combat mechanics. Still looks quite promising, despite being pre-alpha.
« Last Edit: April 27, 2018, 05:40:37 pm by Pencil_Art »
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nenjin

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #228 on: April 27, 2018, 09:47:22 am »

Code: [Select]
[url=https://www.youtube.com/watch?v=saU3_xJJrCg]yourtexthere[/url]
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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #229 on: May 01, 2018, 11:40:40 am »

pre-alpha backer build dropped last night. i played around with it a bit over launch. seems like it's just the tactical demo build they've been showing off at conventions but it's pretty solid. the body part targeting stuff works out better than i expected.

it also feels much more dynamic than x-com. there's a lot more back-and-forth return fire and other stuff of that nature.

the graphics aren't as x-comy as i expected either. it seems that way if you're watching, but once you're playing, the scope feels more "zoomed out" because maps seem to be much larger, so you have a different perspective than you would in x-com. animations are still kinda janky, though.

edit: the streamers are already on it: https://www.twitch.tv/directory/game/Phoenix%20Point
« Last Edit: May 01, 2018, 11:45:31 am by ZeroGravitas »
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LoSboccacc

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #230 on: May 03, 2018, 04:03:33 am »

just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold
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Dorsidwarf

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #231 on: May 03, 2018, 04:27:21 am »

just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold

I was under the impression that there was random shot deviation rather than “binary hit/miss and then we add a shoot effect”, but I might be confused
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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #232 on: May 03, 2018, 07:54:40 am »

just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold

nah, theres definitely some random chance involved. i dont think anything's been fully explained out yet, though.
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Mephansteras

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #233 on: May 03, 2018, 09:02:26 am »

I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.
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LoSboccacc

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #234 on: May 03, 2018, 09:05:01 am »

I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.

as long as it's random deviation from aim and not critical hit/miss I'm fine. on a second watch tho I saw a hit % on the ux, so I'll wait for some more let's play
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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #235 on: May 03, 2018, 09:15:34 am »

I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.

as long as it's random deviation from aim and not critical hit/miss I'm fine. on a second watch tho I saw a hit % on the ux, so I'll wait for some more let's play

i had more of the feeling that the % hit was chance to hit taking the deviations into account, because it seemed to improve a lot based on enemy parts i was targeting. parts that were physically larger were generally easier to hit but only if i had a clear shot of them (no cover etc). but then cover was also very destructible.

it's got a lot of interesting stuff going on but i'm not going to spend much time with it at this point.
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Jopax

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #236 on: May 03, 2018, 10:57:10 am »

It feels pretty much like the VATS system from fallout tbh. Regular shots which aim at the center mass and are susceptible to shot deviation (but to the extent that it's simulated shot spread not just random chance to hit/miss) and aimed shots which are pretty much the same but you get more control over where they may hit.

Which is a pretty neat thing to have and adds an extra layer of options and approaches while not neccessarily bogging down regular play where you can just use the general aiming most of the time.

A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.
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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #237 on: May 03, 2018, 11:16:28 am »

It feels pretty much like the VATS system from fallout tbh. Regular shots which aim at the center mass and are susceptible to shot deviation (but to the extent that it's simulated shot spread not just random chance to hit/miss) and aimed shots which are pretty much the same but you get more control over where they may hit.

Which is a pretty neat thing to have and adds an extra layer of options and approaches while not neccessarily bogging down regular play where you can just use the general aiming most of the time.

yeah i agree. at most ranges youre not going to use part targeting against most enemies with most soldiers. maybe a sniper, or when you a really good shot on an exposed part (like flanking the shield guys), or when you're fighting a boss.

i do like that the battlefield doesnt feel as cramped, so everything isn't about goofy swings around a corner.

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A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.

yeah, but it works. it's like how FPS controls became very standardized very quickly.
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GiglameshDespair

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #238 on: May 03, 2018, 11:35:15 am »


A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.

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ZeroGravitas

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Re: Phoenix Point : In the works X-COMlike from Gollop
« Reply #239 on: May 15, 2018, 07:23:34 am »

they pushed out a new backer update. i haven't had a chance to play it yet; anyone?

update: delayed until summer 2019 nooooooooooooooo
« Last Edit: May 15, 2018, 07:38:33 am by ZeroGravitas »
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