Nephtys wrote:
That's... shockingly hard to do for some ungodly reason. Just update the mechanics to be less cumbersome but keep the options open, keep it brutally lethal and make it actually BALANCED, unlike normal XCOM.
Most people would say that super-high-lethality is one of the non-negotiable elements of X-Com, but actually I'd disagree. Y'see, what it means is that all the enemies are basically the same. If absolutely any enemy can kill you with equal ease, as was largely the case in X-Com, then the stronger enemies cease to be special. You don't have to use any kind of special tactics to take down mutons or ethereals, you just shoot them more. Or more likely not, because one heavy plasma shot will kill them as well.
And when you don't have to do anything
different to fight different enemies, well, you're just playing the same rote steps out again and again. This is why most X-Com strategies in the later game, when tactical combat is unrewarding because you have infinite money and shiny, involve shooting down UFOs over the sea so you don't have to bother with the tactical combat.
As it stands, once you have solved the problem of getting out of the skyranger and not dying to the ridiculous high lethality combat in the first turn, you've solved X-Com's tactical combat. This is why the actual interesting part of the game, the part where the player was making choices, was all in the geoscape.
It also didn't help that the high lethality was married to a stat progression system whereby a raw X-Com recruit was more likely to shoot the end of his own nose than an alien the size of a cow five feet away, so players generally resorted to all manner of cheese so they didn't have to risk encountering the lethality of combat wherever possible and thereby lose an experienced agent.
What a new game will need is more variation in the tactical combat, and that will include more variations in lethality. The general response to an agent being shot should be him being wounded not dead, and highly lethal things should be rare and special and require special tactics of the player.
It will also need more interesting things to
do. Not just in terms of having more mission objectives than alien genocide, because most objectives in this type of game generally devolve into "commit genocide, but also do X" anyway, but in terms of making the process of fighting the aliens more interesting. Give them highly accentuated strengths and weaknesses which require the player to take specific steps to mitigate and exploit. Increase the weapon variation a little (no need to have 5 different types of shotgun, but at least have something corresponding to PDWs, Automatic Rifles, and Marksman Rifles with different range and accuracy perfomances so that each soldier's loadout makes him feel
different, and have those guns solve different problems on the battlefield, as one type of defence is better overcome by a single large hit whilst another is better overwhelmed by volume of fire, etc.)
I do think there's room to make a fully turn based game and have it be fun and interesting (which is probably an outgrowth of how much time I've spent on playtesting and development of tabletop wargames in the last year), but it will have to do more than the original X-Com, and it will have to do some things very differently.