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Gollop on X-COM Remake talks with XCOM: Enemy Unknown producer Jake Solomon and original X-COM designer Julian Gollop about how the new installment in the series lives up to its forebears. "I think Firaxis has done a great job," Julian Gollop told them. "The game is addictive and absorbing, not to mention quite challenging on the classic difficulty setting."

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43. Re: Gollop on X-COM Remake Nov 29, 2012, 01:02 Creston
Mikus_Aurelius wrote on Nov 28, 2012, 19:33:
Thanks for elaborating. I still think that which stats are "fair" and which are "bullshit" is relative and a matter of opinion. I think I could easily say that normal is "bullshit" because they nerfed the aliens, relative to classic. Classic tactical as a whole is manageable with proper tactics. If classic aliens were any less dangerous, it wouldn't be interesting for me personally. Some players are even able to handle the "bonuses" in impossible (not me).

Yeah some people don't mind so much, whereas I think it's just cheap. It's not a huge bonus either, though my first classic game it sure seemed a lot worse than +10% on both. Maybe they toned it down in a patch.

I do think it was a mistake for them not to include a difficulty level between normal and classic, because that seems to be where a lot of their player base wants to play.

I think most players would settle for the game not screwing them over purely randomly. In my last game, it conjured up a huge UFO at the end of month 2, over the USA. The USA which at the time was already at 4 panic (together with 5 panic for Canada, which already HAD a fucking satellite and apparently just ignored that fact.)

I couldn't shoot the UFO down (3 fighters in a row would bite the dust against it), so the panic would just spike in the entire north american continent, and at the end of the month the US and Canada and Mexico would leave.

That's just bullshit. That has nothing to do with difficulty or "Well, it's XCOM!" That's just random thugfuckery.

Finally a couple corrections on game mechanics, just to be helpful (I hope)

- The 5 alien limit is in normal, not classic (I'm pretty sure)

I'm talking about 5 aliens being ACTIVE in a map at any one time in vanilla Xcom. There can be 20+ aliens on the map, but only 5 of them will be actively moving, unless you happen to stumble on another group.

When mods turn that off, ALL aliens are moving from the very first turn, which is why the terror missions become so crazy fucking hard, because the aliens are right in the midst of these peasants, and every round like 2 or 3 die.

- More powerful aliens appear by time, not by player power. I've had mutons appear when I had plasma, and when I was still on ballistic weapons. If you don't tech up and get your soldiers killed, you'll be facing muton elites with rookies and assault rifles.

Okay, that's certainly possible. I tend to follow a fairly strict build and upgrade path (because it works and everything else tends to fail), so I typically get plasma at about the same time.

- It's totally possible to win the game without pushing sats hard. My current game my sats by month were 2, 4, 5, 5, 7, 12, 14 (alien base in month 3). Maybe it's not the optimal strategy, but it worked fine.

I honestly think you got lucky there. Which is fine, but so far every game in which I haven't bothered with satellites and nothing but, it's basically game over by month 4.

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