Modified Second Wave options to support longer campaigns.Soldiers rest after each mission, requiring the player to build a much deeper roster of soldiers.Aliens and EXALT forces grow tougher over time, gaining stats and perks.Help council countries defend themselves by fulfilling their requests for alien technology! XCOM can now retake countries by finding and conquering alien bases in those countries. Overhauled strategy game, in which the aliens gather resources and conduct research - efforts XCOM must interdict if it hopes to save humanity.Overhauled interception game, with five new UFO classes such as the Fighter, Raider and Harvester, as well as six interceptors per continent, foundry projects to upgrade your aircraft, individualized pilot names and pilot experience, and the Stingray Missile weapon system.A system of commissioning and promoting XCOM officers who provide bonuses to your entire squad during missions (replaces the Enemy Within medals system).Earlier access to psionics and an expanded psionics tree.Five tiers of XCOM weaponry, many new armors and small items and S.H.I.V.s that can be equipped with perk-granting small items! See some of the new weapons here.New and modified technologies, including Xenopsionics, Alien Biocybernetics, Pulse Lasers, Gauss Weapons and Advanced Aerospace Concepts, and many new foundry projects.New and modified perks, including Ranger, Sapper, HEAT Warheads, Lock N' Load, Fire in the Hole, Hit and Run, and Javelin Rockets.English-accent voicepacks for soldiers from England, Australia and several other nations.Eight soldier classes: Infantry, Assault, Sniper, Scout, Gunner, Rocketeer, Medic and Engineer, and eight MEC classes: Valkyrie, Marauder, Jaeger, Pathfinder, Goliath, Archer, Guardian and Shogun.Tactical missions that allow up to twelve XCom soldiers per mission with the right upgrades.An extended campaign requiring far more missions to complete.Well, this line of thinking exactly made Long War mod possible, whereby games look more “faithful” but not fully. The 2012 XCom makes me feel like I’m fighting against game mechanics and dice rolls. Original XCom made me feel like I’m fighting off an alien invasion. For example, what’s the rational explanation behind not being able to send multiple squads on a mission at once? Why are you forced into picking between one of three different missions? Why is putting a scope on a weapon preventing you from putting a grenade in your pocket? Why are my soldiers being forced into a particular class without me being able to say anything about that? Why are class ability choices always binary? Why can’t my soldier learn both abilities from a particular tier? What prevents a person who learns to use battle scanner to learn Disabling Shot as well? Why can a soldier move + shoot, but cannot shoot + move? I know this is a game and some design decisions need to be made in order to balance the game, but all of these just feel too artificial and “game-y”. The game is constantly forcing you into these artificial choices in order to artificially increase difficulty. In 2012 XCOM, every decision feels too artificial and forced. X-COM to XCOM: 20 Years of Turn-Based Strategy, Alien-Killing, and DREAD - YouTubeĤ:06 “every choice in the game has some kind of tradeoff, Every decision feels like an interesting decision for the player”. There is a good comment on some strange thing named players freedom Even single player would be great! Hot seat (present in Laser Squad single missions and Nemesis) and Internet play would be big plus unseen. The alien player would launch missions on earth with 3 distinct type of objectives: scouting/research, resource acquisition and actively hunting down XCOM The thing I always wished all Xcom titles, originals like Fireaxis, had was a mutliplayer asymetric campaign. Level generation also depended on location of chrash/landing sites (Apparently not in the version displayed in this video, the one I own always had different biomes such as desert, plains, rural, artic, etc).Mission outcome was a HUGE factor for gameplay, a few bad missions and you could say goodbye to your funding and support, unlike in most games these days.AI was (definitely for the time) comprehensive and difficult to beat.Disable and capture aliens rather than killing them to interrogate them.Fighter Craft have different weapons and stats, giving the player some control during engagements.Can build remote controlled tanks with different weapons.
Soldiers have morale/psychic powers/stats which heavily influence gameplay.Bases were NOT randomely generated, so you could actually walk through your base the way it was how you built it.Global HUD for ufo engagement, side-down view for ground troops.