Several SMALL improvement suggestions for XCOM: Enemy Unknown…

SJSerio

Centurion
Joined
Aug 21, 2005
Messages
1,453
Location
Carney, MD
So, I have played through my first game and I loved the experience. It certainly was a rare treat. I look forward to more attempts in defeating the enemy menace! While I loved the original, and there are certainly certain aspects that I missed, I feel that Firaxis did a very wonderful job in not only reviving, but re-envisioning the X-COM franchise.

Please note… I posted a shorter version of this in the main UFO Enemy Unknown thread a few weeks ago, but it was quickly lost in the ether. I am posting it here, with a few more details, in hopes to get more response and feedback, and hopefully bring to the attention of the developers or potential modders.

That said, there are a couple nit-picks that I do have and, if possible, I would love to see either Firaxis or, at the very least, modders address.

Squads

First, the soldier selection system is pretty cumbersome, IMO. It can be a bit of a pain to sort through every mission and keep your troops fairly balanced. Plus, if you would like to rotate your troops, you can easily loose track as you fill in holes and switch the ones that were automatically put in by the game.

Solution

Allow for squads. I would say up to four squads of up to 6 a piece. Any extra soldiers that you have would be your “reserves”. In the barracks screen, you can assign each soldier to a particular squad or reserves. Perhaps the default names would be Alpha, Bravo, Charlie, Delta though the player can customize the names if they like (i.e., Red… like Red 5).

When you send your Skyranger out on a mission, you can quickly select which squad that you want to send. Of course, how the player handles it would be up to them… they could rotate each mission (which would make sense and would give injured members time to heal before their next mission) or they could assign each squad for specific mission types (Alpha handles Abductions, Bravo handles UFO’s and Charlie handles Terror, etc.)

Service Record

OK, I have to admit… I am a stats addict. I love stats! Perhaps the thing that bothers me the most is the lack of stats in the game. About all that is offered is number of missions and kills. Without a doubt, they could certainly go more in depth with the stat tracking. To me, it is part of the reward of playing.

Solution

Each soldier should have a “Service Record” which you can go into. Even with the dead ones, if you select their name in the memorial, it would open their record and give you their details. It would have the breakdown of not only how many kills they have, but how many of each alien type. Perhaps even assists… ones that they shot, but did not kill. It could also types of missions the soldier has been on, as well as the types of UFO's they raided, etc.

The second page could be devoted to certain accolades and achievements that the soldier accomplishes which earns them medals. For example,

  • Wounded in Combat (with a count)
  • First Blood - the first to kill on a mission
  • Last Man (woman) Standing - the only survivor of a mission
  • Cleaner - took out the last alien on a particular mission (with count)
  • Civilians Saved (total number and average per Terror Mission)

… there are many more possibilities.

The third page could be dedicated to “Disciplinary Actions”. Or, put simply, bad actions. They would include,

  • Number of Panics
  • Number of times controlled by aliens
  • Friendly Fire (from misfires or while panicked)
  • Friendly Kills - Civilians
  • Friendly Kills - XCOM Soldiers

A bonus would also be to include a “photo” of the soldier.

Multiplayer

Well, we all know that the multiplayer is rather simplistic. To me, that is fine. Sure, it would be nice to add more things like different mission types (a multiplayer terror mission would be cool). But the only real gripe that I have is with the selection of soldiers. It is quite a pain when going into a match to have to go through and basically create a squad from scratch. It is especially painful when you are trying to use human soldiers and all of the parts that can be customized. It can slow down the match process a lot when entering a match, even more so when the number of points is changed from your initial setup.

Solution

Allow the player to create a pool of soldiers/aliens. The pool should allow for many so that the player can set their variations ranging from the basic soldier with standard issue equipment to the decked out elite soldier. Also, it would be nice to be able to customize the soldiers just as in the single player (more so as you could change parameters not changeable in single player like gender and country). It would also be nice if players who have the elite pack could customize their soldiers further (and possibly provide insentive for those who don’t have it, but come across player’s who do).

It could be even better if, while in Single player campaign, you could save copies of your soldiers to the multi-pool. When you save them, they would be saved as-is and you could copy multiple versions (rookie, trained, elite, psi, etc.)

Aliens, while simpler, could also be stored. This way, I could save Bob, the Floater or Marty, the misunderstood Muton Berserker (who is really just a baby at heart and upset that his favorite candy is missing) in the pool and select them for any matches which I would like to bring them along.

In the end, it should make it much easier to start a match as you can just adjust for the points by picking from your pool of already to go soldiers.

****************************************************************

Well, those are pretty much my nitpicks with the game. As I said, overall, I am happy with the experience. It was certainly worth the wait. The additions above would go a long way for me in rounding out the experience. I would love to hear (or read) any thoughts or comments on the these suggestions. I hope that either Firaxis would implement these into future patches, updates, expansions of the game and/or modders will be able to do so.
 
I don't think it would really work to make so many squads. I mean I don't really change my squads at all barring injuries or soldiers hitting max rank. Although I would love to see the service record stuff you listed.
 
I don't think it would really work to make so many squads. I mean I don't really change my squads at all barring injuries or soldiers hitting max rank. Although I would love to see the service record stuff you listed.

Well, the squads won't HAVE to be used. Either disabled by an option or the player can just use the first squad and not assign any to the other squads (the rest would all be reserve). While you may prefer one way and I prefer another, the best way to please everybody is to provide options. As for me, I would prefer to rotate my soldiers, but it can be a pain to do so the way squad selection is currently set up. Having to change each soldier every for every mission.

One thing I should note is that my suggestions should be rather easily implemented as they don't have any affect on game balance. They are mostly just changes to aesthetics and interface.
 
Well, the squads won't HAVE to be used. Either disabled by an option or the player can just use the first squad and not assign any to the other squads (the rest would all be reserve). While you may prefer one way and I prefer another, the best way to please everybody is to provide options. As for me, I would prefer to rotate my soldiers, but it can be a pain to do so the way squad selection is currently set up. Having to change each soldier every for every mission.

One thing I should note is that my suggestions should be rather easily implemented as they don't have any affect on game balance. They are mostly just changes to aesthetics and interface.

I agree that the option is worth putting in there. I'm just saying that I wouldn't get much use out of it largely due to how the game is currently setup. I just can't afford to train up 2-4 squads worth of troops when it takes all of my skill and wit to keep just 7-8 elite soldiers alive.
 
Good point, but, for me, it might be better if you rotate and get a few good ones from each squad. Again, though... ot would come down to individual play styles.

Sent from my LG-C800 using Tapatalk 2
 
Im not totally convinced on the idea of squads either. I think the simple addition of stripping soldier gear when you de select them, and removing the auto pick feature for wounded or soldiers who were KIA would solve nearly all of the problems.

I like the idea of individual troop stats though.

I would like to see a bit more in the way of variety. Its slightly dumb that every VIP speaks with an American accent. Its also dumb that all your soldiers do too. Also, more map varieties is in my view essential. I think that regional variations ought to be implemented in some form.

Finally, I would like to see terror missions integrate into the game. Something along the lines of: defeat this "terror mission" (like the aliens try to blow up a power station, for instance), or as a consequence base power gets knocked out for 1 week (you lose any research progress, cannot track UFO's, and cannot build anything in engineering).
 
I would like to see a bit more in the way of variety. Its slightly dumb that every VIP speaks with an American accent. Its also dumb that all your soldiers do too.
Casting dozens of voice actors for something merely cosmetic is not really the best use of the developers' time and resources.

Finally, I would like to see terror missions integrate into the game. Something along the lines of: defeat this "terror mission" (like the aliens try to blow up a power station, for instance), or as a consequence base power gets knocked out for 1 week (you lose any research progress, cannot track UFO's, and cannot build anything in engineering).

Getting Terror Missions are already bad enough. Add a carrot to your stick, instead of just punishing the player for failure.

As for changes to the game, there are only two things I can agree with: the ability to get more Skyrangers, and a more in-depth Geoscape. The first would be a nice alternative to managing panic, with money sent into equipping more squads instead of pumping satellites. The latter is because of how simplistic UFO interceptions are. It just feels like there should be more to it, just like in the first game (along with more varied alien actions).
 
Casting dozens of voice actors for something merely cosmetic is not really the best use of the developers' time and resources.



Getting Terror Missions are already bad enough. Add a carrot to your stick, instead of just punishing the player for failure.

As for changes to the game, there are only two things I can agree with: the ability to get more Skyrangers, and a more in-depth Geoscape. The first would be a nice alternative to managing panic, with money sent into equipping more squads instead of pumping satellites. The latter is because of how simplistic UFO interceptions are. It just feels like there should be more to it, just like in the first game (along with more varied alien actions).

They paid probaby half a dozen voice actors for the game anyway. Some of whom were not American (the scientist). Why not recruit a bit more diversely? It wouldnt cost any money and adds to the international feel of the game. Having 100% American voice acting detracts from the game. Added to which the American accents sound dumb, particularly the VIP's.

I dont really see additional sky rangers as something worth while. What does it achieve? In the original it was hardly ever worth it having more than 1 because their fuel was sufficient for round the world missions. The only thing you needed closer to home we3re interceptors, which are catered for in game.

UFO interceptions were even more simplistic in the original. Im also not sure what you mean by varied alien actions. Is this in the tactical combat? They already advance, fall back and flank. What more do you want?
 
It wouldnt cost any money
Where can they find this actor that can voice several accents for a few dozen nations?

I dont really see additional sky rangers as something worth while. What does it achieve?
Responding to multiple missions at once.

UFO interceptions were even more simplistic in the original.
Current UFO interception is just select fighter > buttons for boosts and aborting. That's more nuanced than this?

Im also not sure what you mean by varied alien actions. Is this in the tactical combat? They already advance, fall back and flank. What more do you want?
Other missions, I suppose.
 
They paid probaby half a dozen voice actors for the game anyway. Some of whom were not American (the scientist). Why not recruit a bit more diversely? It wouldnt cost any money and adds to the international feel of the game. Having 100% American voice acting detracts from the game. Added to which the American accents sound dumb, particularly the VIP's.

To be honest, I kind of feel you on the Voice Acting. It would be better if the soldiers spoke an accent closer to their native language. Having them all sound American takes a little away from the experience. But my bigger issue when it comes to voice acting is the limited selection and how close they all sound.

I dont really see additional sky rangers as something worth while. What does it achieve? In the original it was hardly ever worth it having more than 1 because their fuel was sufficient for round the world missions. The only thing you needed closer to home we3re interceptors, which are catered for in game.

In the original, I would have Skyrangers at, at least, a couple bases around the world. This would increase response time and allow me to build up multiple teams. Plus, when I shot down more than one SkyRanger, I could respond to more of them. Only one Skykranger decreased the likelyhood of being able to respond as the second threat could be gone by the time you were ready to send the SkyRanger back out.

In this game, however, I am fine with a single SkyRanger. The game is different as it does not necessarily provide situations like that (as I have seen), and the closest it has come, I was able to respond to the second issue as soon as I completed the first. Though, again, this is where it would be nice to be able to quickly choose a second squad who is fully ready (since my first team would likely be in the infirmery).
 
So, I have manually integrated my squad idea in my game. I created an excel spreadsheet where I can assign different soldiers to different squads. For each squad, I have prioritized the missions and listed the base, plus the extended slots.

  • Alpha (Abduction, Council, Terror) - (Base) Assault, Support, Heavy, Sniper (Extended) Support, Assault
  • Bravo(UFO, Base, Abduction) - (Base) Assault, Support, Heavy, Sniper (Extended) Support, Assault
  • Charlie(Terror, UFO, Base) - (Base) Assault, Support, Heavy, Sniper (Extended) Support, Assault
  • Delta(Concil, Terror, Abduction) - (Base) Assault, Support, Heavy, Sniper (Extended) Support, Assault

Using this system, I have increased my enjoyment of the game a bit. It has helped me to round out my soldiers as I am constantly rotating them. Whenever I don't have a character assigned (not enough of a particular class, injuries or death) I usually assign a rookie (up to the point of unlocking promotions for all rookies) or substitute from another squad. The random class system does make it a bit tough and can be frustrating (even without using this system.

Still, I feel that if they could integrate the option to assign squads into this game, it will be a great improvement to the interface and overall management. They really should integrate the service records idea as well. Anyway, I just wanted to share.
 

Attachments

Back
Top Bottom