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File: 1625432036681.jpg ( 50.62 KB , 637x358 , sectoids.jpg )

 No.10633

the long war mod for xcom 2012 doesn't make much sense.
Xcom like all games has a snowball effect, and the rest of the difficulty tweaking is in contradiction with this.
What would make sense is for more wins to lead to a faster increase in difficulty and a shorter game overall, since you're progressing through the challenge at a quicker pace. Then if you fuck up and lose a mission or some soldiers, the penalty is having to play more game, and its not a campaign ending setback like it is now(at least on the higher difficulties).

I don't expect many to know what im talking about. I had this thought in my head from when long war was still played 6 years ago, before xcom2.
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 No.10634

The problem is the way it is now, since the design goal was to make the campaign really long at the cost of all else. Winning doesn't feel like much of a reward. This is why people get burned out after only 20% of the whole campaign. You can't make progress and you can't take risks, you have to play the safest way possible and wait for the game to be over.

unrelated, i checked in on beaglerush and he became a huge sjw which is kinda gay but whatever. thats the price of success.
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 No.10666

>>10634
>This is why people get burned out after only 20% of the whole campaign. You can't make progress and you can't take risks, you have to play the safest way possible and wait for the game to be over.
So, XCOM
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 No.10680

>>10666
nah,it's litterally only like that for XCOM2 where it throws bullshit at your face when you progress or upgrade stats of weaker ennemies so they are still as hard as before or if you play on autistic difficulties that are clearly not tested by sound human beings. (or if you play apocalypse for some reason )

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