What are the upsides and downsides of entirely, 100% stealing the xcom 1/2 combat system and applying them to tabletop?
What circumstances does the xcom 1/2 combat system not account for? How can these be easily rectified?
FFG already does something similar by giving each player a move and an action. Some of the things are solved in confusing ways, eg drawing a weapon is a manoever and not an action, but the system works and is simple to use.
I was thinking about taking the opposite approach and using Eva Borderline mechanics for making an XCOM-like.
I'm still years apart from my goal, but this is what I want to do. Plenty of people just limit their life goals to getting an Asuka. Others just want a steady job doing business applications so they can game during the weekend. Once I become a real programmer, I'm making XCOM with robots.
>>50392125
>What circumstances does the xcom 1/2 combat system not account for?
sure shots
>>50392125
Well, aside from the d% I think it'd work okay. Strike! is mostly XCOM with a d6, and it works alright (the illustrations are shit though).
>>50392243
You mean like how in xcom theres no way to make a single accurate shot?
>>50392376
D% would be changed to d10, or d6 or d20 for quicker action resolution.
>>50392227
>>50392227
Godspeed anon, a worthy goal if I ever saw one.
I would instead suggest that you "borrow" the action system of 5e instead of Eva. I'm not sure how Eva works, but from how you described the FFG thing the DND 5 method might work better.
Basically you get 1 of each of these:
Movement Action (your free 'tactical movement' without dashing)
Standard action (major actions)
Bonus action (abilities/equipment activatable only, EG Rogue can dash for 'free' using his bonus action.)
Free action (quick little lame hand things)
Reaction: Quick mini action taken if enemy triggers it your you do with an ability. Largely defensive. EG enemy through your reach, you can try to trip or stab him once.
Generally speaking you can declare and use these in any order (other than reaction) EG I can declare attack standard action, then attack once, move, attack again (assumning I have that many attacks).
>>50392580
Strike! also does this. And already has the XCOM cover system (>>50392376).
It was basically made for this shit.
Technically that system is too free, since the XCOM games don't let you break your movement up like that.
>>50392637
>Strike! does everything better anon! Trust me!
>>50392647
Not better, just the same as the games in question.
It also takes 5e's advantage/disadvantage mechanic, which is a debatable choice if you'd really want XCOM like tactics.
https://app.roll20.net/join/1556609/Iz1qSw
Come into my parlor.
>>50392580
>I would instead suggest that you "borrow" the action system of 5e instead of Eva.
Suggesting that I use DnD instead of Evangelion?
In a game about building and fighting robots?
I do not have a reaction that's insulting enough. I am legit speechless.
>>50395171
I'm more disgusted by your inability to understand that mechanics (especially ones as generic as that) aren't tied to fluff.
>>50395203
What if I wanted slice of life? Or modern air combat? Or cooking? I'd bet my left kidney the answer would still be DnD.
>>50395288
You'd be wrong.
We were discussing combat. It was a fitting mechanical suggestion (that wasn't even made by me) to take that from the system. You got something relevant, that happens to be also popular.
If we were discussing those things instead, and somebody would recommend 5e, I'd probably tell him to explain himself in detail, or just to get fucked.
>>50392125
honestly I can't believe someone hasn't copied the xcom combat system from the new games into a board game and put it up on KS, it seems like a surefire way to make at leas a million
>>50395870
It is weird. The new games two action system is the kind of thing you could port to a simple board game with no trouble. The old games had tricky time unit with all kinds of modifiers that only really work on computer.
>>50396557
I think a few already do. I know the FFG 40kRPGs are the same on a basic level.