Author Topic: XCOM "Last Stand" Mode after Council Termination  (Read 11971 times)

Offline Taberone

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XCOM "Last Stand" Mode after Council Termination
« on: August 09, 2014, 09:05:59 pm »
There should be an option to have a "Last Stand" mode. The way it works is this: If its enabled and the Council terminates X-COM after two bad months in a row, you can still keep fighting for humanity....But all funding is set to zero. And maybe have the council drain cash every month. The "Last stand" is failed once X-COM finally goes into debt and the month has passed.

Offline Avalanche

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #1 on: August 09, 2014, 09:20:11 pm »
I think it's a pretty cool idea, but it's pretty easy to make XCOM totally self-sufficient. Mass producing laser cannons can be done really early into the game, and basically renders your funding unnecessary.

Maybe in addition to losing Council support, most of your staff bails on the project too? You get capped at a small number of scientists and engineers, so you can't keep yourself going forever.

Offline Recruit69

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #2 on: August 09, 2014, 10:02:11 pm »
So how can you redeem yourself, in order to regain the number of scientists and engineers?

Offline Avalanche

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #3 on: August 09, 2014, 10:34:26 pm »
I don't think you should be able to. Maybe OP will disagree with me, but I think "last stand" implies that you're out of options and are in a win or die scenario. You've got a brief mercy period to rush for Cydonia, but before long your resources will run dry, and that's that. Having a chance to regain support after two failed months would basically make the game impossible to lose.

Offline Taberone

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #4 on: August 09, 2014, 10:57:51 pm »
There should not be a way to regain support from the council and redeem yourself. If the council terminates X-COM, justify the lack of funding even if you make progress by saying the aliens mind controlled them or something. Maybe drain other resources too.

Offline Solarius Scorch

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #5 on: August 10, 2014, 01:02:25 am »

Offline Taberone

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #6 on: August 10, 2014, 03:50:21 am »
Six other people have suggested this before?

Offline Sectoid_Soldier

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #7 on: August 10, 2014, 09:06:34 am »
Is this like the 'Pratez' mod?

Offline Solarius Scorch

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #8 on: August 10, 2014, 11:32:43 am »
Six other people have suggested this before?

Not sure if six, but this is very much a recurring theme... And always dismissed. :)

Offline Arthanor

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #9 on: August 10, 2014, 08:25:37 pm »
Having some time during which you can't recruit additional manpower (no nation want to sent them to you) or buy anything, all craft with rent are taken away, etc. Could be interesting, if not really necessary. You should be able to lose the game too..!

Maybe Dioxine can implement a way in which to load a failing regular XCom game into the Piratez mod, representing the shift of XCom from defending the Earth to resisting the alien occupation?

Offline Solarius Scorch

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #10 on: August 11, 2014, 12:07:15 am »
Maybe Dioxine can implement a way in which to load a failing regular XCom game into the Piratez mod, representing the shift of XCom from defending the Earth to resisting the alien occupation?

AFAIR in Piratez there is some fluff connection to the X-Com through the research topics named "The Russian Files". I can't remember the details though. :)

Offline Dioxine

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #11 on: August 12, 2014, 11:56:41 am »
There are several problems with this that only the devs could solve... like, cutting the funding, base construction constraints, changed store selection (sure you can buy stuff - on the black market), additional Xcom soldier types (sure you can recruit - from the off-the-street volunteers) and they probably won't do it since it's a lot of work on a nice, but ultimately just a featurette for a small hard core of XCom players... a better idea would be to write a custom mod and somehow streamline importing soldiers/bases/equipment from one game to the next...

The direct link between XCom and Piratez is kinda hard to pull off, since it takes place hundreds of years after XCom (and Earth) have lost; although it delivers some fluff about XCom continuing the fight from some hidden Russian bunkers for a couple more decades. Maybe someone will write a mod dedicated to this "Last Stand" in detail :)
« Last Edit: August 12, 2014, 12:00:30 pm by Dioxine »

Offline RSSwizard

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #12 on: August 25, 2014, 01:45:09 am »
In the XCom spinoff clone I was designing there was a Last Stand scenario, but in addition to having to still fight the aliens without any new income . . . you also had Rogue Ops spring up all over the place like the tv show Alias.

(basically multiple MiB factions)

And eventually they would just roll you with a State Sponsored Army, as some big player out there in the world (like Russia or the USA) fell under complete control to the aliens and they were told to take you out no holds barred.

You'd get to fight through the final battle if you wished, but you would die no matter what, just like one of those endless survival mode zombie games. And they wouldnt be using pea shooters either, they'd have tanks, and they'd have at least all of the (better than usual) starting equipment, plus some alien tech here and there.

Then again there was going to be weapons of mass destruction in the game too, even on the battlefield mode (there was a Backpack sized plasma bomb with a yield of 50 Tons). And that would kill some of your soldiers each time even in the best armor the game had to offer, if not TPK them.

(because explosion damage would do a seeking algorithm and would bounce off of walls, so it wraps around corners and with a huge blast radius it would be able to nail people behind cover)


But really the Last Stand scenario doesnt hold water for XCom.
Its fair to say that if the whole world turns its back on you, and throws their lot in with the aliens.
They have all the data on the books about where your bases are, the computer codes to break in the mainframe, and so on.
And with all that assistance the Aliens would say it was "their pleasure" to mop you up.
Then you have a massive worldwide operation with 10's of Battleships being crammed down your throat at every base.

Offline Dioxine

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #13 on: August 25, 2014, 10:59:38 am »
Or a single bunker buster cruise missile per base if they wanted to be extra sure :)

Offline Solarius Scorch

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Re: XCOM "Last Stand" Mode after Council Termination
« Reply #14 on: August 25, 2014, 11:06:18 am »
Or a single bunker buster cruise missile per base if they wanted to be extra sure :)

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