I actually prefer the smaller squad sizes and more barebones strategic level. Having a more RPG-like structure and more focus on a small number of characters is my jam. I looked at xenonauts, I think it’s absolutely amazing for a specific kind of player, and I know that I’m not that specific kind of player.
Menace’s solution to this is to basically remove the option for most weapons to miss entirely. A squad in that game is treated like a single unit, the equivalent to an XCOM/Xenonauts soldier. When you attack, it’s the same percentage roll applied to every bullet in the burst for each soldier. This means a single attack might have 40 individual dice rolls. The question is not if you hit, it’s for how much. Seems like a nice way of solving that issue without adding a whole bunch of units.
Cyber Knights does something similar: an attack with most weapons is a burst with each bullet’s chance to hit being individually rolled. This normalizes the chance to hit so it’s not all or nothing.
I actually prefer the smaller squad sizes and more barebones strategic level. Having a more RPG-like structure and more focus on a small number of characters is my jam. I looked at xenonauts, I think it’s absolutely amazing for a specific kind of player, and I know that I’m not that specific kind of player.
Menace’s solution to this is to basically remove the option for most weapons to miss entirely. A squad in that game is treated like a single unit, the equivalent to an XCOM/Xenonauts soldier. When you attack, it’s the same percentage roll applied to every bullet in the burst for each soldier. This means a single attack might have 40 individual dice rolls. The question is not if you hit, it’s for how much. Seems like a nice way of solving that issue without adding a whole bunch of units.
Cyber Knights does something similar: an attack with most weapons is a burst with each bullet’s chance to hit being individually rolled. This normalizes the chance to hit so it’s not all or nothing.