this post was submitted on 15 Dec 2025
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Strategy Games

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Computer games with a strategic component; construction, expansion, armies, economic development. Discussion on all sub-genres (RTS, Grand Strategy, Economic Strategy) is welcome, but the focus is on generic strategy games and hybrid games that don't fit into the following communities:


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[โ€“] Agent_Karyo@piefed.world 3 points 1 week ago (1 children)

I think Firaxis also had a goal to streamline the missions. Outside of the major campaign set pieces, you can finish a typical mission relatively quickly.

The original XCOM missions could be time consuming. Even getting your 12 soldiers out of the dropship could take a while (that's probably why you start outside the dropship in the remakes).

[โ€“] addie@feddit.uk 3 points 1 week ago

Yeah. The OpenXCom makes troop movement incredibly fast, by colouring every square you can move to with whether you'll still be able to do an aimed shot / snap shot / auto shot. It makes most missions quick, a mystery why it wasn't implemented that way in the first place. Very similar in effect to XCOM's move-and-shoot or dash highlighting.

I think @ChicoSuave@lemmy.world has a very good point - the Firaxis changes do make the decisions a lot more consequential. In UFO, you'd still want to have your highly-ranked, psionic and sniper troops out on missions - just those guys get decent armour and they stay at the back, since they're too valuable to take point. Certainly too valuable to go prowling the corridors with a cattle prod in hand, and that's essential for overall victory. I do very much like the Firaxis games in general - I finished XCOM1 on classic+ironman - but the decisions are borderline 'too consequential'. It's difficult to get a decent stock of high-ranking troops, so losing any of them hurts a lot. And PP just goes much too far.

Even a 'good' mission in UFO can have as many troop casualties as an entire XCOM campaign. Good tactics help, but it's a brutal war against a terrible foe.