GAMEPLAY

+ How will the shooting work? Will it have more realistic ballistics simulation?

Phoenix Point uses a realistic ballistics system. Every projectile in Phoenix Point is simulated in the physics engine. Many weapons fire in bursts with multiple projectiles. Each projectile will travel in a cone based on the shooters accuracy and weapon type. Each projectile can damage whatever object that it hits. This can be your intended target, another enemy, cover or even a friendly unit. This system is very similar to the original X-Com: UFO Defense.

+ How will stealth work? Aside from silenced weapons like the crossbow, are there any other mechanics?

We have a design for this, although it is not currently implemented or tested. The system is based on detection ranges based on a character’s perception attribute modified by equipment and abilities. Various abilities and tech may reduce those ranges. You will be able to see detection ranges for known enemies. Normally, using a weapon will make a character spotted, but stealth weapons negate this.

+ Is the map randomly generated?

The battle maps will be generated using randomly selected, pre-designed components as in original X-COM and XCOM 2. We will add variable positioning of obstacles, such as barriers and vehicles. Additionally, locations may have already suffered significant battle damage before your squad arrives, creating more of an appearance of a war zone.

+ How will research work? Will there be a UFOpedia like classic X-COM?

Research will be based on a tech tree which will be revealed as the game is played. Each of the factions possesses some unique tech at the start of the game, and they will engage in their own research and development. You can acquire their tech, and there will be some unique options for the player based on combined tech from two or more factions. There will be a UFOpedia style database which you can access any time.

+ Will the game use time units or have a 2-action system?

Our tactical system uses Action Points (much like Time Units in the original X-Com: UFO Defense). You can move, shoot or use an item in any order. Every action uses a percentage of your action point allowance. Providing you still have enough AP remaining after taking an action you can continue to move or take another action.

+ Will there be a pod system?

No

+ Will there be any multiplayer or co-op options?

Our focus is very much on the single player campaign, and we are aiming for something deep, involving, and highly replayable. Consequently, we have no plans to implement multiplayer options for Phoenix Point.

+ Will buildings and terrain be fully destructible?

All buildings and structures are potentially destructible. Some structures will be much tougher, and some may be vulnerable to certain types of damage, such as fire.

+ When you said 4+ squads, that means the starting lineup is 4?

Four is the lower limit for deploying a squad, not a starting limit. Squad Sizes can be as high as 16, depending on the transport available and the type of mission. A more limiting factor on squad size would be the scarcity of recruits and ongoing injuries (or mental traumas) of soldiers.

+ Will there be a cover system?

Yes. The cover system in Phoenix Point is WYSIWYG (What you see is what you get). Working with our realistic ballistics system, the cover of Phoenix Point is also a physically simulated object which can get in the way of any shot, regardless of if the target is right behind it or further away. Being adjacent to cover will cause you to "snap" to it, automatically crouching if it is low cover.

+ How do 'Will Points' work?

'Will Points' are spent to activate many special actions or abilities. The initial and maximum number of Will Points a character has is determined by its Willpower stat. Physically or mentally strenuous actions generally require more Will Points. A character will lose Will Points for serious injuries, death of a comrade or facing terrifying monsters. If Will Points would be forced to go below zero the character may panic and lose sanity. Some Will Points are recovered by resting for a turn. There are a number of other effects that can positively or negatively affect will points. Characters with leadership ability can boost will points for squad members, for example. Some special alien attacks directly target Will Points.

+ How is Phoenix Point related to XCom?

Phoenix Point is being created by Julian Gollop who was the original designer, programmer and artist of X-Com (X-Com: UFO Defense / UFO: Enemy Unknown) in 1994. Phoenix Point is a spiritual successor to the original X-Com games and hopes to invoke the same feeling and atmosphere of those classic games, retaining many of those much-loved gameplay mechanics while adding some new ones.