OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: just_dont on December 21, 2016, 02:33:21 pm

Title: Self-imposed restrictions
Post by: just_dont on December 21, 2016, 02:33:21 pm
I can't be the only person doing some "roleplay" and enforcing certain rules, even through it's not restricted by game mechanics to behave otherwise.
So, what rules you people are using, if any?

My typical to-go list for any difficulty (although I rarely play on Superhuman, I don't think it's too fun):
1) Never use any item that wasn't researched (no bootypedia entry). What if you turn a gun wrong way and end up shooting yourself?!
2) Never try to fight a one-sided battle. This is about not cheesing it out with grav harness vs melee enemies. As long as enemies don't even have an option to retaliate, it's boring and not pirate-worthy.
3) Never "power-level" with any kind of tricks. Such as repeatedly stunning and un-stunning enemies to train weapon skills. Well, unless that particular enemy pissed you off BIG F*CKING TIME, but then it's about having your rightful vengeance, not about power-leveling.
4) Never kill a civilian, unless you can't help it (someone went berserk or whacked a bit too hard with that bat). They're wimpy and not dangerous anyway, killing them is just admitting your weakness. Yes, this includes situations when a civvie tries to burn your gal with an iGun.
Title: Re: Self-imposed restrictions
Post by: CaptainCorkscrew on December 21, 2016, 04:04:27 pm
I do not play by strict rules but I concur with your rules 1) and 3).
There are no items AFAIK that could have negative effects if used improperly but there should be.
Doing stuff just for the sake of increasing some stat is very cheesy. It can happen to a degree, give a gal a certain weapon to increase reactions or whatever, and that's fine. Doing something for the sole purpose of increasing stats however is just the stupid version of editing the save file.
Title: Re: Self-imposed restrictions
Post by: KateMicucci on December 21, 2016, 04:19:07 pm
I think that I'm going to limit my teams to 8 or 10 gals. More than that makes battles too slow and unmanagable, and too easy.
Title: Re: Self-imposed restrictions
Post by: just_dont on December 21, 2016, 05:05:15 pm
I think that I'm going to limit my teams to 8 or 10 gals. More than that makes battles too slow and unmanagable, and too easy.
My answer to big teams is to complement them with dedicated support gals - with mortars, sniper rifles, medkits, etc. They won't be participating too much in a combat (often completely sitting it out on smaller missions), but occasionally they become very crucial and useful. So you'd have ~10 front-line gals to command and 3-4 support gals that will be mostly just moving around in the back.

This also helps to train them, as least experienced people will fight on front-lines to get most XP while veteran gals will stay back as specialists.

PS: But even back in days when we started with Bonaventura, I don't think I ever used more than 14 gals in a team.
Title: Re: Self-imposed restrictions
Post by: ohartenstein23 on December 21, 2016, 05:06:02 pm
Limit gals by including as many fuzzy reaper scouts as you can :)
Title: Re: Self-imposed restrictions
Post by: Dioxine on December 21, 2016, 06:50:13 pm
I applaud RPG playing, but rule 1) goes against the intention of the mod (scavenging) :) Even though I admit, it can be cheesed... I usually avoid equpping unresearched items onboard, but have no qualms in using them in battle, looted from dead enemies :)

I like to equip gal weapons on a personal basis, as opposed to uniform basis, which can be a challenge too.
Title: Re: Self-imposed restrictions
Post by: khade on December 21, 2016, 09:45:44 pm
With not yet researched guns, I like to think that they know enough to be able to guess at the capacity, big gun = big boom keep ready in case of emergency, little wimpy gun = small boom hold in back pocket and use if no other options.  The exceptions for this tend to be the weapons that require research to even use, aka the alien artifacts, the ones where you don't even know how to turn the thing on.

I've had to learn the hard way to have at least something available that can reliably breach middling to high armor available, even if you really hope it's not needed.

Also my gals dislike taking apart a gun that they can possibly use and can't for sure purchase afterwards, so my crew usually tries to wait until after the ammo is gone or I have replacements before throwing the gun to the Brainers.  They also hope to get the information through judicious use of the lash instead.
Title: Re: Self-imposed restrictions
Post by: stepbystep on December 22, 2016, 05:37:38 pm
I also imagine that the gals can figure out a gun not yet researched based solely on the fact that they have already been shot at with it.

Quote from: Spikey Chainsaw
This revolver packs quite a punch capt'n... I've got a scar to prove it right here, come and see...
Title: Re: Self-imposed restrictions
Post by: LuigiWhatif on December 23, 2016, 03:11:19 am
Something I do is restrict which enemies I enslave.  That includes faction commanders and leaders, enemies from a pogrom, and Those Jerks (Humanists and Beastmasters with Chryssalids).
Title: Re: Self-imposed restrictions
Post by: Ragshak on December 23, 2016, 07:26:38 pm
Usually I try to stun as many targets as possible  letssay Slave&Pleasure Company :P

I dont use weapons with no bootypedia entry becasue I dont know their stats and there are some many weapons so for me is hard to remember even part of it. My favorite weapon so far are Poisoned Daggers, Bows and Whips and try to stick to them as long as possible.
Title: Re: Self-imposed restrictions
Post by: Colonel Rick on December 26, 2016, 12:28:55 am
I like to make a Commando Corps when I get enough Master Crafted parts to arm a team with Commando Rifles and Chromback armor.  I love that bullets are still valuable late game in Piratez.  I just wish late game would last longer.  By year five, I see a lot less shipping around the world. 
Title: Re: Self-imposed restrictions
Post by: The13thRonin on January 18, 2017, 04:49:05 pm
My answer to big teams is to complement them with dedicated support gals - with mortars, sniper rifles, medkits, etc. They won't be participating too much in a combat (often completely sitting it out on smaller missions), but occasionally they become very crucial and useful. So you'd have ~10 front-line gals to command and 3-4 support gals that will be mostly just moving around in the back.

This also helps to train them, as least experienced people will fight on front-lines to get most XP while veteran gals will stay back as specialists.

PS: But even back in days when we started with Bonaventura, I don't think I ever used more than 14 gals in a team.

How do you get so many? I can't use more than 6 because that's all that fits in the craft?
Title: Re: Self-imposed restrictions
Post by: ohartenstein23 on January 18, 2017, 04:53:37 pm
You need to wait until you get a better craft.