I've been giving it a quick run-through again. Here's a few things I think made the game awkward:
- You have to research then build the bio-module before you can capture any aliens (alive or dead) or alien tech for research. Depending on your staffing, this can make for a slow start. Especially if you're doing hiring and firing
- Brainsuckers! These are introduced far too early in the game IMO. Especially annoying when they are launched from an Anthropod.
- Maps are not necessarily much larger (though are generally about 8 blocks high, but only contain about 3 floors) but their enclosed nature significantly increases the searching time as you enter and exit rooms. I guess this is hard to argue though, what with alien sightings being in buildings
- Tactical Speed - In UFO/TFTD, you can alter the animation speeds; In Apoc, you are stuck with what they give you, and it's quite slow, even when you set your men to running
- Time controls on Cityscape - The speeds here seem to be 0.5sec, 1sec, 2sec, 5sec, 2hours (embellished a little). Could have done with a better spread (0.5s, 1s, 1m, 30m, 1h, 2h)
- Recon in buildings - If you want to recon a building without an alert being raised (ie, you saw a UFO deposit aliens there), you have to send a vehicle to land at the site, then click the building, select your men and click the go button (can't remember what it's called). I think you should be able to set this feature off from anywhere, and the vehicle can travel
That last one might be a bit nit-picky, but I couldn't remember how you did it and didn't have the manual to hand.
Speed is definately an issue though IMO (generally in relation to tactical mode). I think this combined with the more intense searching makes the game feel long winded.
If I were doing a remake, I'd set (or at least have an option) to prevent brainsuckers from hatching the same turn they were launched.
Heres some thoughts of how XCOM3 can be compromised into OpenXcom XCOM1/2 style of game:
- Use the geoscape globe, but make large wastelands cover most of the globe. Allow building new bases only in the habitable zones?
The only way I could see of pulling that one off, is making it a two-tier geoscape.
Tier 1: Globe - Same as UFO/TFTD; All megacities (or whatever they were called) show as the base markers from UFO/TFTD. Clicking on one goes to Tier 2.
Tier 2: Cityscape - Same as Apoc. When launching vehicles, you see them ala Apoc, once they reach the border of the city they technically transfer to the Tier 1 map
Each tier has a their own set of time controls (T1: 5m, 30m, 1h, 1d, T2: 0.5s, 5s, 10s, 1m, 5m). This gives you the fine level of control when battling UFOs in cityscape, but allows you to pull back when nothing much but research is going on.
You could also generate a "cityscape" of the wilderness should you send craft to intercept UFOs in the Globe view.
I wish I didn't have so many projects I wanted to work on, I could actually
do one of them