I don’t know whether this has been verified at all, but I get the impression from over two dozen games that the strategic layer is a little on rails. More to the point, I think it’s designed to progress at a measured pace (aside from the story missions that you have control over when you tackle them) with just a touch of randomness (i.e., just when in a month a mission will pop up).

You have abduction missions that pop up in groups of three (or less, if you have only two or fewer countries without satellite coverage) about twice a month so long as you have countries without satellites over them. These missions just affect panic ratings, whether you’ll have the opportunity to receive funding from a nation, and dole out bonus money, engineers, scientists, or soldiers (useful for farming, but more on that later).

In the early months, you’ll just see scout and large scout UFOs. Later on, you’ll see the abduction and supply barge class ships, too. I’ve never seen the large UFOs early, so this seems to be a time-based appearance. (Although, some modders found functional but disabled code that would let you detect and intercept abduction and terror class UFOs as they fly to their missions.)

Battleships also only seem to appear after global satellite coverage is reached, with the mission to scan for satellites and shoot them down.

The game will throw in a Council mission usually at least once a month and a terror mission about every other month.

I’ve stalled at the end of playthroughs (before heading to the Temple Ship) in order to farm abduction missions. If you keep three countries on the same continent without coverage, you can ensure that you won’t lose them to panic increases by keeping the potential for increase all in the same place. The best spot to do this is on the XCOM home base continent since you’ll still receive the continent bonus without needing to have full satellite coverage.

Over many in-game months of farming while stalling to raid the Temple Ship, the above pattern emerges. And once you decide to lock up satellite coverage, you don’t even have to go on missions if you don’t want to. Skipped Council missions don’t affect panic ratings. So long as you shoot down UFOs, you don’t have to raid the crash sites. There’s no consequence for skipping them. The only missions you must do are terror missions because they still affect a country’s panic level.

So from this picture, I don’t get the same sense I did with UFO Defense. I don’t feel like there’s an alien player working toward its own ends by running UFO missions or setting up bases. Instead, I feel like Enemy Unknown is rolling out missions at a specific pace to keep me on track to finish the game.

That part is definately incorrect, as I had Battleships and never got global sattelite coverage - I realized the importance of satellites too late in the game.

Well, to be fair, X-Com worked similar, certain things were only triggered by milestone achievements on the player’s side.
It’s just that XCOM grants the player a lot less freedom.
In other words, yeah, I agree completely, but this is called “steamlining” and, in case you didn’t get the memo, you’re supposed to love it.


rezaf

Ah, OK. Thanks. I usually get coverage up pretty quickly. I suppose it’s just time based as with abductors and supply barges. I’ve never seen an early battleship, though.

This is where I disagree. The alien A.I. player would run UFO scout missions, set up bases, run supply ships to and from said bases, run terror missions, look for X-Com bases, etc. without the player having to do anything at all. Sure, shooting down UFOs and responding quickly to missions would increase the chances of a scout UFO finding a base and sending in a battleship. And increasing your radar coverage over the world would increase your chances of detecting more UFOs and such.

But all of this would be happening in the background whether or not you did anything about it, and more importantly to me, it’s happening with a systems-driven approach, which makes it feel more unpredictable and responsive to the player’s choices. Enemy Unknown just seems to be generating missions just to give me something to do, and it’s especially evident once you stabilize the Geoscape and can monitor available missions for many in-game months.

Yeah, I love this version of XCom, but this is probably the single biggest disappointment to me. In X-Com the aliens had goals they were going about completing whether you saw them doing it or not. They obviously changed this to help with balance and pacing, but it does make the strategy layer feel noticeably less open.

All I meant to say was that in X-Com, your actions had some semblance of control over how (fast) events progressed / which things happened.
If you beeline to Heavy Plasma like a pro, you start encountering the high-level enemies like Mutons or Ethereals pretty early on, while if you take your time, you’ll be battling Sectoids for longer.
There was a nice overview of these things someplace, but my google-fu is failing me.
Edit: Turns out I must’ve been confusing games here, this is not the case - I stand corrected.

Of course X-Com was a LOT more subtle about this, so you hardly noticed the steering, while things are very binary in XCOM

Once again, though - this is steamlining, and you’re supposed to be delighted about it. So you’d better drop it.
Otherwise, you can come join me under the troll bridge. There’s cookies!


rezaf

Speaking of binary choices…

Oh, I see. That’s the first I’ve heard that – that player research in UFO Defense could influence the progression of the invasion. I always thought alien race progression was time- and percentage-based: http://www.ufopaedia.org/index.php?title=Alien_Appearance_Ratios

I get the feeling that Enemy Unknown works the same way, too.

I’m mostly concerned with mission generation, though. As I was saying, I don’t feel that missions are being generated “organically” using a system-driven approach (you can see a lot of detail about how this worked in UFO Defense here: http://www.ufopaedia.org/index.php?title=Alien_Missions). Instead, I get the impression that Enemy Unknown is generating missions based on a predefined schedule (slightly randomized) irrespective of anything the A.I. might be doing in the background (although, again, I really don’t think the A.I. in Enemy Unknown is actually doing anything in the background), with a few events gated behind scripted story missions (the alien base, Overseer UFO, and Temple Ship).

Hmm. Maybe I’ve dreamed it after all.
But I could swear having experienced it firsthand in a couple of games I played back when I first got the windows version of X-Com.
Or maybe I’m confusing it with TFTD?
Odd … but I guess I stand corrected. My apologies - I wasn’t trying to mislead you.


rezaf

I think a battleship only appears early if you fail to shoot down a scout UFO over that country.

Yeah, i agree with Rezaf that I miss the aliens and their missions being more dynamic, and having a sense of purpose. On the other hand, I didn’t notice it much on the first playthrough, it’s only on multiple playthroughs that it got old.

Negative, nor is this the case in Terror from the Deep.

Additionally, while people may believe the aliens are playing the game whether you intervene or not, it’s an illusion. Yes, you can check graphs to see where the activity is outside your radar/sonar radi, and yes, an alien base (for the most part) doesn’t exist until a UFO lands on the exact point, but the alien race progression, technology progression, and UFO size progression will proceed at the same rate regardless of your actions.

If you cheat and shoot down every UFO so the Aliens never get a foothold, you will shoot down the same number of UFOs that would be active if the map was covered in Alien bases. The bases don’t do anything. Nor do the UFO research missions, their supply missions, or terror missions. Each mission (or the existence of a base when the month ends) is simply a score penalty for the country its in. There’s no alien player. Alien bases will appear even if you shoot down every UFO because the human player needs a base to finish the game. UFO Defense and Terror from the Deep milestone the player much in the same way Enemy Unknown does. The only difference is variation. Enemy Unknown is going to serve you up a UFO over land every. single. month.

My post-game stats indicate ~40 missions in ~10 months, so four missions a months. That’s more or less 1 council mission, 1 abduction, 1 landed UFO, and 1 interception each month. It’s balanced for gameplay reasons, but it feels like it’s done in a very planned/artificial way.

Well, sure. But I’d argue that it’s a sufficiently convincing one. Yes, the alien player isn’t working an overarching strategy or anything like that, but the alien activity all generates a score for the alien player that’s subtracted from your score at the end of the month. This is how you lose games in UFO Defense: Your score is negative for two months in a row. So not intervening will certainly cause you to lose, and this is the driving factor for you to expand to new bases, to cover more of the globe, which leads to you detecting more UFOs and thus going on more missions. It’s a snowball effect that works really well in creating this illusion.

The key here is that your actions are driving the perception of a “real” opponent working against you. And things like the retaliation missions go a long way in cementing that feeling. Sure, Enemy Unknown has battleships going after satellites, but that’s not quite the same as defending a home base of operations. And there’s still a chance that the battleship won’t detect your satellite while a base raid in UFO Defense is a sure-fire thing once the A.I. has successfully run the base scout mission.

Enemy Unknown, by contrast, certain feels like you’re being drip fed missions each month. It doesn’t feel like there are UFOs on the other side of the globe doing things outside of your observation. The game doesn’t even try to create an illusion of an opposing player. It’s just giving you your recommended number of missions each month.

Yes, that is by biggest disappointment with xcom. It doesn’t feel like I am defending the earth so much as playing two completely separate mini games.

That mission maps seemingly don’t reflect the circumstances or location on the geoscape only adds to this feeling.

The previous games, either through trickery or not, were not like this.

To be honest I never got that feeling from the original X-Com, but I don’t really mind not getting it. The original game (much like the new one) suffers the more I try to metagame it. It works best to me when I approach it more abstractly. The original as a semi-random story that happens to be based around a game interface and the new one like an odd single-player board game. I’ll always love the original more though, but they’re honestly pretty different games in the end.

The teleport bug happened to me for the first time last night. Unfortunately for the three floaters who beamed into the very middle of my squad, the squad was all on overwatch and armed with plasma. The floor was covered in protoplasm in half a second.

Okay, so you’re rebooting a game that had you spending all your time defending the earth–farms, forests, deserts, cities–and then, as a finale took you to freaking MARS for the final battle…

Why the holy hell do you change THAT part of the formula?!?

Disappointed.

A 6 hour sequel?

Ha ha, maybe they was affected by the horror that was Half Life’s Zen.

So I just got this and started playing. I played a game on normal, got maybe halfway through or more, and decided to restart on normal ironman. Seems like the way to play it.

I think at this point it’s been a terrific game. I’m not crazy about how it handles multi-level elevation – sort of just wish it didn’t have it if it’s going to be so clunky – and I’m starting to get concerned about the maps. I’m already seeing some of the same maps since I restarted. I don’t see the game having the same kind of legs that X-COM had. I don’t want to play the same maps over and over in future games. And there are no base invasions or multiple bases? That was one of the cool things about X-COM.

Still, a terrific game so far that improves upon X-COM in many ways.

So I have a couple of questions: 1) Are the alien starting spots on the map the same each time or are they randomized in some way? 2) Is Firaxis planning on supporting the modding community? Seems like that would take care of the limited maps issue.