Probably their publisher's making them do it
How do we save XCom?
Every mission should unironically be timed.
Ditch hit chances, make it guaranteed with ways to modify the damage taken. UFO Defense got away with hit chances because you could drag in a lot more soldiers during a mission, but you can't get away with hit chances when you drag 4 because they are too important for success. Having 6 units also makes the game too easy.
Tone down the enemy effects, the difference between EW and 2 is staggering. 2 immediately starts off with the aliens being able to inflict debilitating psi attacks, psi for your units breaks the game's balance in two. It's like they were planning to do superhero action games before they were actually forced to do it.
Flatten the difficulty curve, early game is tediously hard and late game is too easy. Snipers trivialize the game, grenades are mandatory.
Never do mission timers again outside of certain circumstances, I wouldn't mind the loss of concealment because it's a janky piece of shit that's only good for alpha striking one enemy pod. You don't even get the time to properly scout out the place.
If an alien pod is discovered every squad member in sight who is flanked or not in cover gets one move-only action. And an achievement for discovering another pod with that move-only action.
Rangers are shit and their only usefulness comes from being able to fight off most melee attackers, their high-risk high-reward playstyle needs to be emphasized because you're either dragging them into close range with a shotgun or in melee range with the enemy, but there's not many options to guarantee the ranger's survival without support tools.
>captcha: 40K8W
by returning to xcom
pods were a mistake
any similar kino to the original, aside from xenonauts?
openxcom mods, just pick your poison
More sneks
And sexy fishs
Phoenix point is way better now… but why did they abandon the horror vibe? Like the pre-alpha was John carpenter shit, and it was amazing.
Mechanicus could be what you want as long as you play on the hardest difficulty and never save scum, otherwise all the difficulty is trivialised
Phoenix Point is a sad case because most people were already too used to XCOM 2, so when it rolls around with the budget of an indie game it performs far less and whenever there's a mechanic in PP that people don't like they're quick to compare it to how XCOM 2 did this and that better, and the one time PP added mechanics from the new XCOM games it ended up very poorly fitting the game store.steampowered.com