![]() XCOM:EU speedrunning was a thing, including single segment runs - quick search on YouTube returns this 1h7min run as one example. I don't think there's really a need to completely alter core mechanics, because those are what make XCOM the game it is. I would not be working on this while in the office and would not be helped by the rest of the team. Thanks for reading and definitely let me know if you have any ideas or if you would even like this kind of thing.Īlso, just to cover my bases once again. 80% shot or greater is guaranteed to hit, 95% shot or greater is guaranteed to crit, and anything below that evaluates normally (these numbers could easily be terrible and have to change).Īnyway, that's my spiel. I was thinking a system where we still use the normal shot calculations but have thresholds within it that have guaranteed behavior. We'd want the player to be able to optimize, but still have to make tactical decisions. The other, scarier part is the moment to moment gameplay of tactical. Mission reward decks would become fixed as would things like what Dark Events appear. All values would be a hard, single value. First thing to do would be remove all the "fuzz" from values in the game: No more 6-8 days for a tech or 3-5 damage for an attack (I'd probably leave crit though because it's awesome). The other part of all this is dealing with RNG. Anyway there's a lot of things that could be done here. make soldiers teleport to their destinations (would have to account for OW though). We could even go a bit crazy and remove some visualizations altogether, e.g. ![]() Speed up animations, cameras, remove pauses, etc. There are a good amount of Mods that do stuff like this already. I think the obvious first step is just to make the game objectively faster. I've given some thought to how these problems might be solved, and hopefully keep the spirit of the core game intact, but it's all mostly high-level at this point. I think the ideal completion time would be somewhere south of 4 hours, if X2 were ever to appear on a GDQ marathon. Also X2 is just a long game, with a fairly large number of required steps to beat the campaign. ![]() Speedrunners generally don't like RNG, and let's just say X2 has a healthy amount of it, so we would have to do something to mitigate that. Obviously, X2 has some problems to overcome to make itself a speedrun game. I'm a big fan of the GDQ events and the speedrunning community in general so I thought I would come on here and see if it sounds cool to anyone else and also try to grab-up some ideas from the XCOM community. I've been thinking of starting a personal project to make a speedrunnable version of XCOM 2.
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