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Messages - IRBaboon

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XPiratez / Re: Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 11, 2020, 09:35:59 am »
Well... You don't really need armies of peasants and SS. While they do have lower stats than gals, some of those stats can be trained to the same level as gals can. Accuracy, throwing etc.

The best use of them is of course tanks. Gnomes are fairly hard to get, while tanks can be rushed in research, so they are usefull.
There is also a couple of missions that gals can't go, so this is also something to keep in mind.

Right now I will always go for the "Male Touch" route, thanks to the gameplay becoming more of a challenge without adding more enemies, or increasing their armor. It's at this point that you start to love mortar (that feeling when you bomb Church Boot Camp, killing everyone in second turn is just... Nice). Where Gals are rather generalist and can do everything good, you have to play differently with others.
Lokk'Nars are snipers, or poison dagger silent killers. SS are the main meat that just fights. Peasants start as rather support unit for healing and such.
Gals at this point become Heavy Support and Melee specialists.

And I don't think Expeditions are too powerful. Lack of cover on the first turn increases risk and with low HP Peasants/SS/Lokk'Nars it's a significant risk. Trucks do way better.

I quite liked the convoy, especially if by absolute luck I can nail a pogrom or some big assault. Its quite a satisfying and feeling to have everyone unload from the APCs, setup some mortars, slowly pass ammo out from my pile of gear, setup a perimeter, setup a triage station for the peasants who are bleeding out, and slowly flush everyone out. Mmm, mmm. Its not even efficient. Its just..... what's the right word? What's the word for that feeling when you have lot's of soldiers and weapons and apcs and you can unpack them slowly and this reminds you how large an organization of soldiers you have gradually created, and you have lot's of mortars and can likely deal with anything? Yeah, that feeling. Can't quite remember the exact word for it....

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 30, 2018, 09:32:43 am »
If moving map tiles was possible, I'd have done it long time ago...

Dioxine, you broke my heart. T_T
I thought it was wishful thinking...

But again. Thanks so much for your awesome work, as well as the others whose stuff has been included.
What fun this mod is...^^

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XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: October 22, 2018, 10:37:27 am »
I want to add something to the mission ideas XCOMJunkie put up.

But firstly, I wish to thank Dioxin and all the other contributors for the enormous hard work on this fantastically detailed mod. Its scale, story, humor, depth of thought, and vision have taken X-com to a new-level that the original game actually did not contain in the first place.

So by making suggestions, I humbly acknowledge that I have no idea how to mod, and that it is very easy to make content suggestions from the comfort of my arm-chair, while not raising a single finger.

Nonetheless, here is my 5 cents:

1] Take Down the Watchtower >> Take the Outpost...Out? Imagine a remix of the watchtower and the warehouse. Basically the warehouse mission, but the tower is bigger, has slits to shoot out, it has a perimeter fence, and the troops inside are a bit heavier. Imagine they also have a static cannon even. Same idea, different difficulty level.
2] Humanist parade through a mutant street. A sort of terrorist attack organized by the mutant alliance. But an interesting option would be to make it more specialized: perhaps a certain important leader needs to be assassinated, and you only go in with a two-unit team. Add an overwhelming amount of enemies, and the player is forced to rely on camo, the right guns, and the right two snipers. Afterwards, they must hot-tail out to an extraction point.
3] Smuggler's warehouse raid. This would be an interesting alternative to the normal warehouse raid, which gets a bit old the 200th time.

I could add:
4] Tank Hunting Trip: A humanist armor team is on its way to a mutant village. Ambush the tanks and destroy all of them.
By now there is so much interesting anti-armor weapons that it would be a waste not to have a serious chance to use it against a larger pack of tanks. This could be an interesting mission is this regard.

5] A mutant town has been under siege for several weeks, but we got news that the city walls have just fallen. Take a team and break the siege before the citadel is stormed and the surviving mutant civilians are wiped out.

6] Cash-in-transit heist. (Perhaps a low-level mission, used for raising cash in the early days...?) An inside informant has given us solid info about a government convoy carrying taxes. Between moving the cash from the local municipality to the air transport dust-off site, it is hauled by road. This would be a good chance for us to do a bit of "fund-raising" for our ventures. The informant is one of the convoy security team. We agreed to not kill him, but we'll need to take him hostage so that he has a plausible story (if the informant survives the battle, you get a special prisoner who can be processed in a special way, perhaps providing some interesting research topic before being let loose).

7] "And that's how I met your mother, when she invented the trench-gun...". A mission that has a map made of trenches, poison gas, and (don't know if it's possible to deploy them activated...) landmines(?). The ghouls have been attacking the edge of a mutant town for several months, but the fight has ended in a stalemate, and everyone has entrenched themselves quite nicely. If a wet, mud-filled hole full of rats, dead bodies, poison gas and rain can be called "nice". Perhaps this could be the place that leads to the trench-gun being found and researched? It could build on the original blurb.

And here is my final idea:
Can blocks move during battle? I have no idea if this possibility exists within the limits of the open-xcom engine, but if it could, my next question would be: could a set of blocks, let's say for argument's sake, something of the size and structure of the landed airbus, be allowed to be moved and rotated as a controllable vehicle? The idea being that a modest set of blocks, not ridiculously sized, be used to create a small armored vehicle.
Imagine a compact IFV or APC, with a door, gun slits, roof cover, a fake/static block that looks like a driver, another fake who is a gunner, two security cameras on the outside, one little security camera with a machine gun, but best of all, team members can climb inside and be carried around the map. The walls of the vehicle could be specifically chosen to have a certain weakness, some of its tile could be explosive (so a wrong hit might cause the whole thing to explode and burst into flames). The two cameras and gun will be targeted, so it will attract fire.

If this could be done, vehicle's like this would add a whole aspect of compact, street-fighting vehicles to the game, especially changing the nature of urban battle during pogroms. Even simple technicals that provide light cover would be pretty amazing, as the gal standing on it would benefit from cover, and from saving action points, as she would not need to walk, as the vehicle would ferry them into position.

This might be a great idea....that is impossible to implement.
Whadya think?

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