XCOM: 10 Things The Next Game Must Have
4. A Wider Tech Tree
A big chunk of the fun in both XCOM games is researching new technologies and then putting them to use on the battlefield. But as you progress in both XCOMs, the tech tree gets smaller and smaller, until finally theres new tech to research (which is typically right before the final missions). In the Firaxis game though, the tech tree feels a lot shorter than in the old game, despite changes that make both tech trees about the same length.
Part of this is due to sticking to the traditional bullets > lasers > plasma weapon progression that the original game founded. While certainly a classic part of the XCOM formula, its fairly predictable and makes the tech tree feel smaller, even with the additions of new kinds of shotguns. Cutting out parts of the old X-COM tech tree, like the Avenger troop transport and some of the minor alien tech, also makes the XCOM tree seem less extensive than the old one.
Another big problem is pacing the tech advancement. At the beginning of the game, its fairly easy to get swamped with tons of research projects, but as you get closer to the end, theres nothing new to discover. Having a decent amount of brand new alien tech in a UFO or base right when the tech tree is starting to get smaller would help alleviate that problem.