![]() ![]() Originally posted by Sabaithal.so they had to implement an extra mechanic solely to restrict the player instead of, oh I dunno.having the player need to potentially execute multiple missions in a very small time window? OH WAIT, that's what Long War 2 did. (in that version, taking a fatigued soldier into combat would give them a very long wound timer, completely removing that soldier from the roster for over a month even if he doesnt get scratched) The will system added with WoTC is actually a new take on what Long War did in the first game, but it is a lot less punishing than fatigue in Long War was. If you infiltrated fast enough there would be maybe 2 or 3 pods on a map which you could avoid, clear objective and bug out. Honestly I did not like the infiltration system, its a neat mechanic but it made it too easy to just send one soldier and sneak through the whole level. They have been busy with their own game and developers do not tend to work for free. ![]() Pavonis stated they would not have done long war 2 otherwise, and have no interest in updating it for WOTC unless they get paid for it again. Just like they got paid to make high quality mods when Xcom 2 Launched. Actually Pavonis DID get paid for Long War 2. And apparently nobody on the WOTC dev team gave that any mind. I'm pretty sure Pavonis wasn't getting paid for doing that either. That, or when they do get injured the player has put in little effort to get other good soldiers and ends up with nothing good to send because all the exp went to a handful of soldiers.so they had to implement an extra mechanic solely to restrict the player instead of, oh I dunno.having the player need to potentially execute multiple missions in a very small time window? OH WAIT, that's what Long War 2 did. ![]() The same group keeps going on missions because they're never injured and they get way too powerful too quickly. Originally posted by gimmethegepgun:Because playing in a way that made it so you never got injured snowballs too easily. ![]()
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