SC: We have a whole lot of X-COM fans at StrategyCore and we were all wondering how similar the combat system will be to that of X-COM. Will we see anything analog to time units, stamina and the likes?
MC: X-Com’s action point system goes a lot further back than X-Com itself, in fact all the way back to 70’s fig combat rules and really, we see no reason to stray far from that. We have a set of stats that serve our exact Nstar needs but certainly the faster, smarter and more agile you are, the more things you will be able to get done in a turn.
Looks like it has a fixed roster of named characters, rather than the randomly-generated redshirts of X-Com. So, I suspect the combat won’t have the same appeal. Still, does look like an interesting project…
Yeah, but if they’re from a fixed roster of pre-designed characters, then you wouldn’t be expecting to routinely have three or four people die during a mission and be able to come back from it like you could in X-Com… of course, a game doesn’t have to have every game-element that X-Com had in order to scratch some of the same itches… but for me a game that leans on the save/reload cycle is likely to be much less appealing, at least from a strategy gaming perspective.
Well, this is more of a regular RPG. and presumably less combat intensive than a tactical RPG like XCom/JA2. The similarity with XCom is more in the mechanic. This will be more like Fallout where you have a few followers, like Fallout for example. I don’t think Fallout leaned on the “save/reload” cycle too much. At least not any more than any other RPG.