Info (Chimera)

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Chimera Squad is set five years after the end of XCOM2, in City 31. The Elders are defeated, and the aliens and hybrids, now free of their control implants, are no longer hostile to humanity. Humans, aliens and hybrids are now trying to rebuild and make a new world where all can prosper, though tensions between the different races remain high.

Chimera Squad is part of the Reclamation Agency, a division of XCOM led by Colonel Jane Kelly and tasked with dealing with trouble caused by misuse of leftover alien technology. They are dispatched to City 31 to help deal with a recent uptake in violent crimes in the city, but upon arrival are quickly faced with the assasination of the mayor as part of a terror campaign intended to destabilize the city. Chimera Squad must race to find and confront the unknown group behind the unrest before the city falls to anarchy.

The game features turn-based tactical combat that the XCOM remakes are known for, as well as a strategic layer reminiscent of the 2012 remake involving gathering income, managing unrest, researching new technologies, and training and outfitting agents.

The tactical game is now based on Encounters, rather than dropping the squad off from the Skyranger and proceeding freeform. Each encounter is essentially a room or other area the Squad enters by breaching, with each mission consisting of up to three encounters. Each agent gets an action when breaching, then turn based tactical combat ensues after the breach to accomplish an objective, which is often killing or subduing all enemies, but could also be other objectives such as to retrieve an item and escape. Different breach points offer different advantages and disadvantages when breaching, with a few requiring specific gear or agents to use.

The standard turn order is replaced with the Timeline system, where Agents and enemies alternate taking actions in a turn instead of taking them collectively as a team. The initial turn order is based on the order in which the agents breach and the breach points they select, but can be modified by certain abilities.

Agents are now fully realised characters with extensive voiced dialogue and specialized ability trees, rather than being randomly generated. Agents who are reduced to 0 HP will always bleed out instead of immediately dying, allowing a chance to stabilize them; a stabilized agent can take no further part in a mission, but can be replaced for its duration by an android. A mission will fail automatically if a squad member dies, so agents will never be lost in the field.