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Author Topic: Ethereals : XCOM Arms Race  (Read 61230 times)

Failbird105

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Re: Ethereals : XCOM Arms Race
« Reply #30 on: December 14, 2017, 02:17:04 pm »

So, I'd assume we can use revisions on our aliens, which leads to a question, do our sectoids know how to mind meld?

They know how to do a Mind Merge, if you mean the XCOM ability. A revision could certainly improve it, however.

If you mean the Vulcan Mind reading thing, no, they don't know how to do it.
coulda sworn it was meld. but yes I did mean the XCom ability.
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~Neri

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Re: Ethereals : XCOM Arms Race
« Reply #31 on: December 14, 2017, 03:13:00 pm »

Are we basing baseline xeno abilities off of long war or vanilla xcom @Ebbor?

Cause LW sectoids get stuff like mindfray and psipanic too.
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10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #32 on: December 14, 2017, 03:38:12 pm »

Vanilla. I'm not familiar enough with LW.

Though,it's your design, your choice. You want to make a fancy alien, then design a fancy alien.
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~Neri

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Re: Ethereals : XCOM Arms Race
« Reply #33 on: December 14, 2017, 03:46:01 pm »

Ye should try LW at some point. Makes it a lot more fun than vanilla. Xcom gets new toys and so do the ayys.
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Failbird105

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Re: Ethereals : XCOM Arms Race
« Reply #34 on: December 14, 2017, 04:48:36 pm »

Decided to post my revision idea early since revision phase probs won't come for a bit.

Mind Clutch
Mind Merge allows a sectoid to provide one of there allies with an extra viewpoint to aim with, and targeting information to use, but has the cost of lethal feedback if the initiator dies.
The simple idea of Mind Clutch is literally just to allow a sectoid to force mind merge with an enemy. The effect of this is threefold, they are disoriented by a second viewpoint, confused by incorrect targeting information, and if the initiator is killed while clutching then the victim dies as well. All this, and the only change is who the power is used on.
« Last Edit: December 14, 2017, 06:43:16 pm by Failbird105 »
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~Neri

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Re: Ethereals : XCOM Arms Race
« Reply #35 on: December 14, 2017, 05:24:03 pm »

Ooh I like that idea.
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NUKE9.13

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Re: Ethereals : XCOM Arms Race
« Reply #36 on: December 14, 2017, 05:40:59 pm »

We might also consider the rather boring option of increasing our EP (and potentially VP) by revising our base to have a greater production capacity. As it stands, one of our Harvest missions is going with sub-optimal equipment due to lack of EP- and any complex weapons/equipment we design in future is gonna compete with Meld. We just add a couple extra factories to our base, and that problem should be reduced. At least, I assume that that is a possibility.
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Failbird105

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Re: Ethereals : XCOM Arms Race
« Reply #37 on: December 14, 2017, 06:03:19 pm »

hmm, true. Go for the cool idea to give us a decent battle advantage, or the plain but useful general extra equipment bonus.
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piratejoe

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Re: Ethereals : XCOM Arms Race
« Reply #38 on: December 14, 2017, 06:23:12 pm »

Alright so here is a plan I have depending on how things go. Next turn we make new factories and production facilities on our moon base and this turn when its revision phase we make Mind Clutch. However, the big thing is how our UFO's do this turn...

If our UFO going to Egypt is intercepted, they probably went the classic Europe rout and have a base there, if our UFO's in Nigeria and Egypt or South Africa gets intercepted, they have a base in Africa, If our UFO in South Africa goes down but nothing else, then they have a base in the south pole. Of course, if somehow, all UFO's go down, then either the mechanics for spotting UFO's are weird, or they have a base in the perfect spot in Africa to reach everything.

If Egypt UFO goes down, attack America or Asia, as their radar wont reach there, if South America, Go Europe or North America, if two or all three go down, Asia, the America's, or maybe Europe depending on which UFO's went down.
« Last Edit: December 14, 2017, 06:25:19 pm by piratejoe »
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Failbird105

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Re: Ethereals : XCOM Arms Race
« Reply #39 on: December 14, 2017, 06:37:52 pm »

I support this plan.
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10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #40 on: December 15, 2017, 06:34:38 am »

Quote
Of course, if somehow, all UFO's go down, then either the mechanics for spotting UFO's are weird,

The mechanics for spotting UFO's do not rely solely on a base radar. Given you free play over 70% of the map would be too unbalancing.
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piratejoe

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Re: Ethereals : XCOM Arms Race
« Reply #41 on: December 15, 2017, 06:42:19 am »

Ah, but they do rely on base radar a little bit! Thanks for that bit of info though. Also quick question, shouldn't harvest be abduction? Harvest missions are cutting up cattle and such for their insides so they can eat them while Abduction is taking humans and poking them with pointy objects. Also, there are Research missions which I presume make UFO's get a better map of the area to preform missions better...
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #42 on: December 15, 2017, 06:56:34 am »

This is not a 100% carbon copy of the XCOM games, the mission type is just a name, and you shouldn't feel forced to adhere to it perfectly.
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10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #43 on: December 15, 2017, 07:41:00 am »

Ethereal Attack Turn

Quote from: Mission 1
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
  1 Scout Drone (1UP)
Destination: Egypt
Quote from: Mission 2
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
  1 Scout Drone (1UP)
Destination: South Africa
Quote from: Mission 3
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols) (1UP)
  1 Scout Drone (1UP)
Destination: Nigeria
Total cost: 3VP, 6UP, 2EP[/quote]

Missions launched.

Ethereal Dark-Side-of-the-Moon Base: Earth has a convenient natural satellite that is tidally locked, meaning one side always faces away. This should serve well to bamboozle the Earthlings' primitive attempts to discover our base, whilst being relatively nearby (as compared to Mars, for example).
We selected a site for the base and quickly started construction. Strangely, we uncovered the remains of an Earthling craft that had been launched roughly 80 years ago- but there are no signs of active lunar missions at present, so we should be good.
The base follows standard patterns; it is made up of interlocking hexagonal buildings which house various facilities. All the essentials are present- generators, factories, cloning vats, hangars, research labs, specimen containment.
The buildings are formed out of alloy frames and walls, covered in bricks made of processed lunar material- causing the base to blend in with its surroundings that little bit better.
Notably, the base is ripe for expansion, as more buildings can always be added..

Isolated but with plenty of room for expansion, the Darkside of the Moon base allows for easy expansion and efficient production of goods. It's an excellent start with the potential to become far greater. Already, the expansive base facilities offer us greater support and resources.

Spoiler: Equipment (click to show/hide)

You have now entered the revision phase

AABBCCDD
« Last Edit: December 15, 2017, 07:49:28 am by 10ebbor10 »
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Failbird105

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Re: Ethereals : XCOM Arms Race
« Reply #44 on: December 15, 2017, 07:45:07 am »

Quote from: Revisions
Mind Clutch(1) Failbird105
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