Played through this with openxcom and the gog game files.
Very brutal at the beginning even with lots of mid-battlescape reloading (I did that a ton, luckily my x-com invented limited time travel first before taking on aliens).
A little repetitive later on, tedious to completely clear out larger sized UFOs over and over again, and to adequately train everyone …
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Played through this with openxcom and the gog game files.
Very brutal at the beginning even with lots of mid-battlescape reloading (I did that a ton, luckily my x-com invented limited time travel first before taking on aliens).
A little repetitive later on, tedious to completely clear out larger sized UFOs over and over again, and to adequately train everyone (how about dedicated training facility mods? Probably already a mod for that). Eventually once I had what I needed to get to the end I stopped doing ground missions and fast forwarded to having done the research, maybe finished the game within 11 months in-game.
I think I was slow to get psionics, also slow in other early research options before I consulted the ufopeadia. Had the in-mission psionic training mod turned on, eventually had a fun squad so powerful that they could relay mind control every sectoid in a single turn- that was useful for the the final missions, I used a mind controlled Ethereal to finish the game.
It would be interesting (and either already done or possible to do with openxcom mods) if some types of aliens had coordination AI to attack you on multiple sides in the same turn.
Tons of fun to shoot out half the walls on a farmhouse to get through to targets hiding inside from half the map away- leveling it with a rocket is a little too easy and too destructive on the other hand.
Near misses ought to increase likelihood of panic on both sides (or is that already true?).
A graphical scenario/battlescape-save editor for openxcom would be nice, I'd like to set up a base entrance defense level with my squad in an armored bunker and tons of sectoids and others on all sides- but they would need the AI to want to converge on the base rather than wandering.
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