Hey. Will try to keep it shorter (especially since it probably will be already quite big) as while we kinda-sorta may understand each other by now, it does seem we moved from debating idea itself to what beliefs regarding gameplay we have for why we want/don't want it. I mean, it's not a bad conversation either but I suspect you have better things to do
Except it doesn't make sense. You start with full TUs despite just having landed, why wouldn't the AI units have it worse? IT's illogical.
Alright, keeping your "makes sense" priority in mind:
Why it'd make sense from the standpoint of logic/believability: X-COM likely doesn't mill around before round starts. I imagine that when the battle begins it's immediately after sudden surprise insertion, when geared up agents just jump out of vehicle or, in case of covert mission are not being paid too much attention to and are just breaking cover.
From the standpoint of mechanics: AI has infinite, constantly regenerating, trained and geared up enemies it populates each mission with at no cost. It doesn't, need, can or should concern itself with saving or maintaing any number of them outside of appearances of self-preservation. At the same time, it simulates them as detached groups or single units present in location doing their own stuff. It doesn't have it worse either way.
The point of the game is after all aggressive sudden strike with teams of costly, trained agents disrupting enemy plans after all, but the player gets no proper preparation phase safe for gearing up (which is in place of doing so at the base), cannot choose any entry point, decide angle of attack etc; even when attacking enemy installations he doesn't approach them from safe distance, his units can just pop right in the middle of it all. Since we don't really have stealth mode of Firaxis' XCOM2 that is used to mitigate similar issues, something helping situation where only player is really suffering any lasting losses anyway, especially due to plunging into the middle of enemy group which IS illogical - would help.
I can't speak for Julian Gollop, but I think he meant a simulation in a specified range. You simulate ground battles, but you don't simulate the Geoscape level, because dynamic difficulty is directly contradictory to simulation.
Anyway, I don't think it is in any way relevant here.
Yup, he realized that himself but decided to put in it because simulation on its own doesn't always mean decent gameplay and some things have to be worked around. I suspect simulations in games often lack a lot of factors and elements to be truly realistic and often those who do still need elements handwaved to make the simulation manageable and the game fun.
Anyway, that was in regards to any "it was intended this way/that's the point of the game" arguments, to point out that even the creator himself didn't plan a lot of how the game is seen, just didn't manage it as thoroughly.
Well, I'm not good at balancing myself. Actually, balance is not even on my list of objectives. I only aim for things making sense, and also to show all parts of the game properly.
That is some sort of balancing consideration. Balance doesn't have to always mean "everyone gets the same" after all, even more so in a single player game - a thing which I think we got in agreement on, too! That's also why the idea of giving player certain capabilities AI doesn't have as AI/player already have different capabilities and the rest serves the way of presenting gameplay.
Fair. But I disagree that opting out from a battle is being "screwed over". If you decide to do the battle and then inevitably lose, then yeah, you may be screwed - but it was totally your fault. And I agree it wouldn't be cool otherwise.
Let me differentiate - I agree that in general, having a hard battle it's better to evacuate from is alright, hell - it may make for some cool, dramatic scenes. It's the exception of one situation I hope to resolve: sometimes you don't experience the battle and miss the experience. Without some sort of management of enemy actions in the very beginning, the player doesn't even get to realize the battle is undoable as upon just embarking agents suffer loses in the first turn, with game offering no way of handling that save for savescumming.
Also, only slightly related - would be nice if missions one evacuated from still provided points for things the player did manage to achieve (killed enemies, secured artifacts), not just subtracted for losses and with every civilian in the area automatically killed with no chance anyone escaped or hid.
Sorry to speak so, umm, directly, I do not invite confrontation and frankly I don't even think we disagree, but I think there is a bit of miscommunication. So I'm just explaining my position, hopefully well enough.
Noted. For future reference, as I am sure we may have different approach to other things in general, I bear you or anyone else I talk 'bout stuff with no ill will either, offering feedback and thoughts hoping for the game to improve as much as possible/solve some issues as I see them. It's unlikely people will agree on everything ever and that's uderstandable as well.
I totally agree, but in order to achieve a more polished experience we would have to sacrifice randomness (prepare special starting areas and such), which IMO would really be too much of a cost.
True. I would imagine it'd best depend on the mission (investigating rumors about stuff in the area and getting ambushed /stumbled upon said "stuff" vs planned attack on stationary enemy base). Plus I understand that'd be pretty huge undertaking. It's only because of that I drop such "quick & dirty" ideas like the TU cut - in hopes of getting at least slightly similar result but without having to work on something huge. It's certainly not ideal but, eh, not many other ideas of handling OPs issue - and that is, even if not big, is just kinda a meh thing (wouldn't guess so given how big walls of texts I make, would you?
).