I was referring to the fact that there were no roles to begin with. The classes and skill trees is one of the changes I see in the most positive light, though. It could have been implemented exactly like this without changing anything else, so it’s more like an additional feature, though.
It remains to be seen how much choice you really have in this regard, but yeah, this COULD be right. But Jake in the TMA podcast really sounded like the purpose of the system was really to dictate players what classes to use.
I stand partially corrected on the loadout issue, but beyond that - I don’t have to “trust you” on that one, I know it was mighty tedious to reequip your soldiers over and over again. But it’s a really simple to adress issue that actually was solved in Apoc and in UFO:ET, for example.
Further simplification of the inventory was unneccessary.
Also, good for you that a campaign should now only take 30 maps, I guess.
That’s incorrect. Well, it might have been the case for you, of course, but I played differently. My main focus was always on APs - soldiers ought to be able to do a lot of stuff per turn (something I won’t be able to empathize at all in the new game, with the fixed number of actions). Basically I’d pick my soldiers based on speed alone, and then balance their loadout accordingly. I usually had no “heavies” except at the very beginning of a game, because in the end, everyone ended up carrying heavy plasma for quite a while, only in the endgame did some folks get equipped with Blaster Launchers and others with PSI instead.
Nor did I have Snipers or dedicated Medics. The “heavies” would carry some medpacks and grenades because they could do so and still move far enough. Folks with good accuracy would get to make the most difficult shots, but I didn’t particularly think of them as snipers. I’d merely try to shuffle at least one guy into my “squads” that knew how to shoot accurately.
Note that the “Heavy Plasma = King of the Battlefield” issue is one of the reasons I think the classes might actually be beneficial to the game, though this, too, could have been adressed by merely tweaking the available weaponry.
I’m not opposing change! I’m merely a bit discouraged by the fact that in XCOM, change almost always seem to imply: you can now do less things with less freedom, facing less diverse scenarios. That’s all.
rezaf