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Quick questions re: removed features and content


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Hey, I just got the EA game on the strength of some great reviews, and have loved it so far (beat it on easy, still working on normal). 

 

My only minor surprise was that some of the features seem to have been stripped out- specifically, research/metapoints, and the 'Plastech' enemies with psi-powers. Does anyone know if this are going to be added back in? I'm particularly curious about the former, since I think more links between the tactical and strategic maps would be a great step forward for the game.

Most of these features will be added in the final, full game release. They didn't want to release them bit by bit because they need to be balanced against each other and it will also be more of a surprise this way. So you just have to be patient.

Most of these features will be added in the final, full game release. They didn't want to release them bit by bit because they need to be balanced against each other and it will also be more of a surprise this way. So you just have to be patient.

 

Thanks for the info! Not that I'm complaining, but I'd have thought those would be needed to be tested just like everything else- anyways, glad to hear they're still planned!

Thanks for the info! Not that I'm complaining, but I'd have thought those would be needed to be tested just like everything else- anyways, glad to hear they're still planned!

One of the misnomers about Early Access is that the EA players are beta testers. Sure, we find bugs and report them and it's got to be a boon for the developers, but we cannot replace a dedicated in-house set of QA testers.

Hey, I just got the EA game on the strength of some great reviews, and have loved it so far (beat it on easy, still working on normal). 

 

My only minor surprise was that some of the features seem to have been stripped out- specifically, research/metapoints, and the 'Plastech' enemies with psi-powers. Does anyone know if this are going to be added back in? I'm particularly curious about the former, since I think more links between the tactical and strategic maps would be a great step forward for the game.

 

Plastech got disabled when the game went from Alpha to Beta. The eventually removed the psi- and ghost guards and replaced them with 2 new elite guards. So Plastech will return as a normal corp. to infiltrate (currently disabled in game).

 

After the Alpha all research mechanics have been removed. It was said that this will not return. However, Update 10 added some research mechanics back into the game (which is disabled in the public release), It is unclear which purpose it will serve (it's buggy as hell). Most likely end game story only.

 

The Omni Corp will have some pretty tough guards. One (the Observer) which will be similar to the Plastech psi guard, but the Ghosts will not return.

Plastech got disabled when the game went from Alpha to Beta. The eventually removed the psi- and ghost guards and replaced them with 2 new elite guards. So Plastech will return as a normal corp. to infiltrate (currently disabled in game).

 

After the Alpha all research mechanics have been removed. It was said that this will not return. However, Update 10 added some research mechanics back into the game (which is disabled in the public release), It is unclear which purpose it will serve (it's buggy as hell). Most likely end game story only.

 

The Omni Corp will have some pretty tough guards. One (the Observer) which will be similar to the Plastech psi guard, but the Ghosts will not return.

 

Oh, sorry to hear it (though I appreciate the info). I think one of the relatively few weaknesses in the game is a lack of tactical/strategic connection; I know it's not intended to be XCOM, but one of the things that made that game great is the interplay between the two layers of the game. Currently the only real decision is what order to tackle bases in, which honestly can be min/maxed pretty easily once you've played through enough times.

 

I'd also like to see more differentiation between the corps and their various guards; again, at the moment, after a couple playthroughs the repetition does start to feel relatively intense (though the procedural maps obviously help). It's partially an art issue, I think, but I more diversity in general would help as well. 

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