Yeah exactly. The point here is to try and make turnbased combat feel like an elite squad cooperating with one another rather than a bunch of individual pawns being moved around a chessboard. Context-sensitive team actions in a very widely implemented way would take turnbased combat in a direction that has currently been entirely unexplored, at least to my knowledge I know of nothing that has tried out the concept.
My thinking here is to not radically move away from Xcom’s original sim-style but to build on top of it, to advance it. The remakes basically radically move away from it instead of truly building on it while Xenonauts on the other hand doesn’t truly advance it in the way that I would want to see from a title trying to truly be a sequel rather than a fan-letter or expansion pack like TFTD was.
Unfortunately I’m filled with ideas without the technical ability to implement.
Yeah exactly. The point here is to try and make turnbased combat feel like an elite squad cooperating with one another rather than a bunch of individual pawns being moved around a chessboard. Context-sensitive team actions in a very widely implemented way would take turnbased combat in a direction that has currently been entirely unexplored, at least to my knowledge I know of nothing that has tried out the concept.
My thinking here is to not radically move away from Xcom’s original sim-style but to build on top of it, to advance it. The remakes basically radically move away from it instead of truly building on it while Xenonauts on the other hand doesn’t truly advance it in the way that I would want to see from a title trying to truly be a sequel rather than a fan-letter or expansion pack like TFTD was.
Unfortunately I’m filled with ideas without the technical ability to implement.