Ufo: Extraterrestrials When?
Posted 19 October 2006 - 01:47 PM
I'm sure you have all heard about UFO Extraterrestrials which was supposed to be out today but I've heard nothing about it. Anyone have any info on this?
Posted 19 October 2006 - 02:43 PM
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
Posted 19 October 2006 - 06:15 PM
Posted 20 October 2006 - 08:12 AM
Man, I've been waiting for this one since it was announced.
Posted 01 May 2007 - 05:32 PM
Well it was released yesterday in Russia. It will be available for digital download on May 4th (Matrix Games) and later on Gamersgate/Paradox.
So far it seems fans are pleased though there are issues with bugs.
Posted 15 May 2007 - 10:43 AM
Posted 15 May 2007 - 03:52 PM
Posted 15 May 2007 - 07:14 PM
I have just decided to not buy this game.
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
Posted 16 May 2007 - 07:28 AM
I don't understand how anyone can add so moronic feature to a strategy game. ? Soldiers not dying? Is it some kind of retarded cartoon for kids or an UFO game?
Edited by Sorrow, 16 May 2007 - 08:03 AM.
Posted 17 May 2007 - 11:26 PM
I see another moderator has already set a few heated posts to invisible. I'll leave them be unless asked to do otherwise by my peers.
Just reading the issues involved, it looks like the game is trying to use a different approach to loss of player units. It might work, it might not. There's no way to find out unless they try. However it's still silly to get into a petty argument over. Please toss out the ill feelings and continue this discussion in a calm rational manner. I myself think it's a very good debate to mull over.
Edited by NKF, 17 May 2007 - 11:55 PM.
Number of members: 1
Posted 18 May 2007 - 07:13 AM
Frankly, I don't see any reason for such approach - deaths in battles are logical, realistic and appropriate for tactical/strategic games.
Just reading the issues involved, it looks like the game is trying to use a different approach to loss of player units. It might work, it might not. There's no way to find out unless they try.
Posted 18 May 2007 - 08:08 AM
Having a character drop out of combat for a while due to injuries is just as bad as losing the character outright at times. The same in strategy games. Mind you, in click-fest-peon-pumper strategy games like Starcraft and Command and Conquer, all units are clones of each other unless the scenario specifies otherwise. So losing these units are almost meaningless unless you've got a severely limited resources. Lose one, oh well, build another, repeat ad nauseum. In a game like X-Com, the soldiers are also limitless, but they are unique at the start by having different abilities and grow at a slower pace. The player derives much pleasure watching these characters grow, and gets upset as they are lost. But if you take a step back and look at it again, you've only set yourself back a bit. Buy a new soldier, tank up and you're back where you were. Before long everyone is just the same. I don't know if this makes it more real, but it does assist in the immersion and a facimile of the frustrations of war.
I don't like games where you must keep all your unique characters alive or else you'll have lost the game. Like the Commandos games. The different characters are all heavily personified. Lose one, restart the mission from your last save. But having the units knocked out of action for a while, and unable to keep up with the others or go on missions isn't such a bad compromise. They'll lag behind and will have to catch up with the rest. You don't lose as much time as you do from scratch though. A softer touch, so to say.
Personally, if I had to play a game where my avatars wouldn't die after they are defeated, I'd at least hope for some heavy penalties on them that'll set them back behind the others. If it's an XP based system, they lose it or go back to the beginning. If it's skill based, they get crippled and have to regain everything they lost all over again. Or other more creative/devious penalties to make sure you do not make the same mistakes again.
Now take the Silent Storm series. I like this one. It has a great mix of both methods. Your soldiers can die. But most of the time they'll just get defeated and lie unconscious. But if you don't tend to their wounds or you leave them behind, they are gone. This way you can be a little careless every so often, and pay a price for it. Or you can be overly careless and lose the service of the soldier for good.
In the middle of the afternoon, any approach can work if done right. Some methods might sound weak (or patsy) but if it's implemented right, who's to say it cannot work or the game will be any less successful?
Heh, maybe what I'm just trying to say is: Reserve your judgement until you've tried it or you've read review from those that have. If it's no good, then so be it. But before that can be tested, we don't know.
Edited by NKF, 18 May 2007 - 08:16 AM.
Number of members: 1
Posted 18 May 2007 - 09:24 AM
Posted 18 May 2007 - 02:39 PM
However, nothing wrong with cartoons. Well, I'm not terribly fond of the ones that are nauseatingly frivolous or aimed at the very young.
Number of members: 1
Posted 18 May 2007 - 08:39 PM
Number of members: 1
Posted 19 May 2007 - 08:16 AM
Posted 19 May 2007 - 02:48 PM
Edited by Mustang, 19 May 2007 - 02:49 PM.
Posted 21 May 2007 - 08:32 AM
Posted 28 May 2007 - 10:56 PM
It may not be the instant classic of X-Com, but it sure as heck is addictive. The fact that it's so easily modded is perhaps the best part of the game - little things like improving the aggressive AI into one that's truly evil, making the handling more X-com like, making the game take place on Earth, etc. have all been done already...within the first month of its release. There are still a few things left that mods haven't addressed yet (more maps and alien ships), and a patch for the game is said to be coming out "soon". But heck, I'm hooked on this game. I say, wait a month or two then try it - by that time, most problems should be addressed either by the developers or a modder.
Mod that fixes things: http://www.ufo-extra...0a862aed866ee28
Posted 01 June 2007 - 10:24 PM
Guys, just try the game first and then when you're hooked it'll be too late to complain about anything. I don't like the part about soldiers not dying either or not being able to buy them (you get one a month automatically) but the game does alot of things better than X-Com. Try it and you'll see..it's harder and more challenging as researching a certain tech will change the game right then and there. You also have one more tech after plasma which is cool as heck. You guys will like the game just give it a shot. It's not easy though.
Hey FenderStrat and SpaceBoy - how 'bout a detailed run-down of what you like about the game? Can you write up a review? I know I would love to read it. And NKF, Commander, please - are you going to get the game and give us a run-down? ;-) Honestly, just to hear that modding is easily done, I'm already getting chills up my spine thinking about what could happen when the likes of J'ordos get their hands on it.
I know I'm going to be checking THIS thread often!
Edited by Aiki-Knight, 01 June 2007 - 10:28 PM.