Author Topic: Let's play... X-Com: UFO Defense  (Read 31207 times)

0 Members and 1 Guest are viewing this topic.

Offline Scotty

  • 1.21 gigawatts!
  • Moderator
  • 211
  • Guns, guns, guns.
Re: Let's play... X-Com: UFO Defense
Which is literally 15 bucks more than I can afford to spend on anything.

Oh well.

 

Offline Shade

  • 211
Part 4: Ground Assault, part one

Part 4: Ground Assault, part one



January 9th, and an X-Com craft sent to patrol over Siberia in response to an alarming rise in reported, though not detected as I have no radar coverage there yet, UFO activity, has happened across the first larger UFO we have encountered so far. Larger is, in this case, relative. It is still a small UFO, but compared to the one-man ships we have seen so far, this one is quite big.

Due to the time spent on station, the interceptor which is out on patrol is low on fuel and thus unable to take up the chase, but our Skyranger and the remaining alert interceptor are dispatched.

While my craft approach over the next several hours, the UFO lands, but takes off again before my Skyranger can get there. I order the interceptor to splash it, but its first shot misses and the UFO accelerates out of range. Bummer. I was looking forward to getting my hands on all the interesting technology that might be found in a UFO of this size, and now it is getting away clean.



Wait. What's that? It landed again? To my great surprise, the UFO didn't make a beeline for outer space, but instead, after a short dash at top speed, resumed a slow and meandering but generally westerly course, after a while of which it landed again. And far too close to my base for comfort, at that. Not good. Whatever happens, this UFO cannot be allowed to report back to base. That meandering course looked far too much like a search pattern for my liking, and given the second landing site, it may have just found what it was searching for.

There is a bright spot, at least. Literally so. Because the UFO meandered around for so long, all the way from Siberia to Turkey, the landing site is in daylight despite initial detection taking place in the dead of night. The moment the Skyranger catches up, we are go for a ground assault.



Mission briefing for a ground assault mission. Aborting is not an option in this case, though. The consequences if the aliens learn the location of my base this early on would be far beyond what I can hope to deal with. So we have one objective, and one objective only: To find the aliens, and to kill them. No other outcome is acceptable.



I have brought a bit more gear along this time, as you can see. As long as you can fit it without sacrificing other items, it never hurts to bring along anything you think you might need. Anything that proves unneeded can just be left on the floor of the Skyranger while your agents go about their business, saving them from the extra encumbrance. Extra ammunition can also be stored in the Skyranger this way. Not really necessary for pistols and the like, but rockets are huge and, depending on the mission, you might want to keep a pile of extras at hand if you expect to need the firepower.

Speaking of rockets, it seems that I forgot to load the heavy rockets, so I have only one incendiary round per launcher. Oops. At least that isn't likely to make much of a difference in this mission, and if I find I do need to blow things up, my tank still carries eight rockets packed with high explosives.

As it happens, because day broke during the chase, I don't need the electro-flares. The two laser pistols go to my point men, Teal'c and Carter, as they are the first to follow the tank out of the Skyranger and the most likely to need something that can drop an alien fast. The nerfed rocket launchers go to O'Neill and Aeryn about midways down the line, so I don't risk losing them to a lucky alien the moment I set foot outside, but still have them close by should I need them. With more rocket launchers to go round, I might want my point men equipped with them as well so they could more easily deal with any immediate threats, but with only two available, they are not to be risked lightly.

All in all, my team is well equipped for the job. So let's get to it, then.



As seen here, the Skyranger is packed to capacity, with the tank closest to the exit ramp. This is a good thing. Being first off the ramp also means being target practice for any aliens lying in ambush, and we definitely want some armour to absorb the damage from any hits. So, tank.

You can also see that the tank takes up four squares. Hardly surprising given that it is, well, a tank, but it does mean that I have given up four agents' worth of capacity in order to bring the one tank. I consider it a worthwhile trade.



The tank rolls down the ramp and immediately spots an enemy. Different kind of alien this time - These guys are called Floaters. They're bigger than the Sectoids, but their stats aren't much better - though they do have one major advantage which I will talk about later. In this case, the fact that they are bigger is a great help, and Sectoids are short enough to hide in fields and the tank might not have spotted one in this position. But this isn't a Sectoid, and spotted it was. This guy doesn't look like he is in a position to use reaction fire against anyone -on- the ramp, as he is facing south instead of south-west, but he is sure to react the moment anyone fires on him if the first shot doesn't kill.

I could take him with the tank right now. Easily. But I have a couple of good reasons not to do so. First, tanks do not gain stats. Ever. So any kill I make with them is effectively wasted, as far as developing my agents is concerned, so I want to avoid it where possible. Second, rockets are kinda expensive, and I don't want to waste them if it isn't an emergency. And third, if I spent the tank's time units on killing enemies, it won't have any left for scouting. And since clearing a perimiter around the landing zone is important, to say the least, and I have plenty agents in the Skyranger who can take the shot instead of the tank, I would really prefer to keep the tank on scout duty.

The first and second reason above also touches upon the reason I picked a tank/rocket over a tank/cannon. To me, tanks are mainly a scouting tool. In the early game, they are noticably faster than even the best starting agent, and they are heavily armoured to boot so they have a better chance of surviving on point duty. And since they don't gain stats, if I lose one it's only a matter of money to replace it - no time investment will be lost.
As such, if I do end up using a tank to fight, the **** has most definitely hit the fan and I will be needing every scrap of firepower I can find. And in that situation, I expect rockets to prove a lot more useful than a mid-range cannon.

So, to get back to the mission, I want an agent to make the kill, not the tank. But there is still the matter of the alien's reaction shots to contend with.



The above image shows the stats of my tank. Note the heavy armour and high health and TUs, but low reactions. This is key to what I am going to do next. As mentioned, I need to somehow deal with the possibility of reaction shots from the alien I've found. Fortunately, there is a simple way to do that: Make it spend them. On my tank. The tank would have a pretty good chance of survival in that situation, unlike an agent, and with its TUs spent, the alien would be unable to respond to any agents who open fire on it afterwards.

I roll my tank eastwards off the side of the ramp, without firing at the alien.



With the low reactions of the tank, there was never really any doubt what would happen. The moment it enters the alien's line of sight, the hostile spins around and opens fire. Not once, not twice, but three times. And all three shots are on target. Fortunately the weapon it is holding is not of the heavy plasma variety we recovered an example of earlier, or even a tank would be hard-pressed to get through such a barrage, but instead what appears to be a pistol-like weapon. Even so, better check on the tank to see if it will still be functional in the rest of the mission.



Not too bad. Some health damage, but the heavy armour absorbed most of it. The damage has caused some degradation to the tank's fire control systems, and damaged the left-side armour a bit, but all in all the three hits did only minor damage, and the tank is still functional.

Note the 'Fatal Wounds' counter under the health bar. For agents, this represents continued bleeding after the initial attack, and they lose one health point per wound for every combat round that passes, until treated with a medikit. Tanks, however, do not bleed, which is another advantage they have over agents when placing them into the line of fire.



Now compare the damage done to the tank with the stats of Carter, here, and imagine what would have happened had she taken the tank's place. The tank has seventy-five side armour, which is subtracted from the damage of each and every shot that hits it, and yet lost twenty-two of its ninety health points during the attack.

Carter, wearing standard X-Com issue kevlar-reinforced coveralls, has only strength eight side armour, and a measly thirty-five health points at full strength. It may very well be that even a single shot would have been enough to reduce her to ashes, and certainly all three would have done so no matter how lucky she might have been.

Simply put, X-Com agents do not respond well to plasma fire. Leave that to the tanks.



Having deliberately provoked the first alien's reaction fire, the tank now rolls south to get a visual of the area around the front of the Skyranger, and in doing so manages to spot a second alien. Both aliens are visible as bright blue dots in the map shows above, the first one north-east of the exit ramp, and the second south-east and somewhat further away.

From the map, is is also clear that my landing site in this mission is far better than last time. Only one house is nearby, and even that is still a little distance away, with the rest of the immediate surroundings being relatively flat and unobstructed. This means I can establish a secure perimeter for disembarkation without too much trouble... as long as I can deal with these two aliens before they get a chance to act, at any rate.



Carter, being the nearest agent as well as equipped with a laser pistol, gets the job of making sure the first alien won't bother us any further. I move her out and, in a moment of optimism, move her a couple of steps closer to the alien than strictly needed in order to fit them both on-screen at the same time. She still has plenty TUs left, though, enough for both an auto shot (three rapid fire shots in a row) and a snap shot. That alien is as good as dead.

She leads with the auto shot, on the basis that the alien is likely to take at least two hits to kill, and if two of the three rounds from the auto shot are on target, she would still have the snap shot in reserve for any further aliens that might show up.



It seems she has gotten used to the new laser pistol, and two of the three shots actually strike the target. All good. Except... the target is still standing. Time for the snap shot, then.

In the image shown here, you can see all the firing options available to the laser pistol, along with the TU costs and the expected accuracy. As I have mentioned earlier, pistols really aren't great long range weapons, and this is clear from the accuracy ratings. By rights, we were quite lucky to have two of the three rounds from the auto shot hit the target, given the low accuracy of 17%. And with the slightly-higher-but-still-low snap shot accuracy of 25%, we'll need some luck for that to hit, too.

The relatively short distance to the target does help with accuracy though, as the percentage listed here is for a perfect shot - even a non-perfect shot can still strike the target and do damage, and the chance of this happening is greater the closer you are to the target. Similarly, a complete miss may in some cases go right by the target only to hit a different target nearby. Friendly or hostile. So large groups of enemies means you have a decent chance of hitting -some- enemy, even if you miss the target you are aiming at. On the other hand, shooting at an enemy while one of your own agents is standing nearby means you might well hit your own agent in case of a miss.

The throw option shown here is mostly useless for something like a laser pistol. You can't hurt aliens by hurling your pistol at them, even if you have the option. But in certain very specific situations it still has a place, and I will get back to that should one ever arise.



Carter takes the snap shot and, having used up all her luck on the first attempt, misses the target. The holes now visible in the field are the result of the two missed shots - The laser pistol is fairly powerful compared to standard projectile weapons, and when it hits something it generally leaves a mark.

Because of this, the laser pistol - and other laser weapons, though mainly the laser rifle - is very handy for breaking through things like fences, hedges, walls and other obstacles that might impede you. X-Com has really good insurance and very scary lawyers, so the owners of the farm we're on won't complain about any damage we cause.

Besides simply going through obstacles instead of going the long way around, the ability to break down walls also has another use: Ambushing the ambusher. Alies love to hide out inside buildings and watching the door, waiting to fire a barrage of reaction fire at any unsuspecting X-Com agent who might enter. Breaking through a wall and attacking the hidden alien from behind is a much more pleasant option.

Of course, some walls are stronger than others. The hardened outer walls of a UFO, for example, being designed to survive atmospheric reentry, will shrug off laser rounds as if they were little more than leaves blowing against the walls in autumn. But then, lasers are not the most powerful weapons available.



To finish the job, I move out Zoe to take up position near Carter, and she manages to drop the Floater with two well-placed snap shots from her standard pistol. Given that the thing managed to stay upright after taking two laser pistol shots, I'm glad I managed to bring two of those on the mission. Who knows how many shots it might have taken if I had to whittle it down with only pistols. In most cases I wouldn't mind it taking extra shots to kill, but establishing the initial perimeter is something of a special case. Any hostiles there need to go down, and it can't happen fast enough.

Speaking of which, we still have the second alien to deal with, and this one still has reaction fire available should I give it the chance. And my tank doesn't have the time units left to pull the same trick on this alien as we did on the first. But there is another way.

The second alien is further away than the first, and as I have mentioned earlier, the field of vision for any given unit in daylight is limited to twenty squares in a ninety-degree forward angle. And units can only react against targets within their field of vision. Directed shots, however, can be taken against any unit within line of sight, which is -not- the same as the field of vision. Line of sight is only limited by any obstructions in the way. So I move Teal'c into a position where he is out of the alien's field of vision even if it spins to face him, yet still has it within line of sight. Essentially, the tank is acting as a spotter and would indeed be within the alien's field of vision should it spin around, but since it is Teal'c and not the tank that will be taking the shots, the alien will not be returning fire at all.

In the map above, you can see Teal'c in his firing position next to the Skyranger's landing gear, with a clear line of sight to the alien in the bottom-right of the map, right at the edge of the tank's field of vision. The corpse of the first alien is visible near the top of the map as a bright plus sign, with Carter (top) and Zoe (bottom) just east of the exit ramp, and the laser damage to the field is also apparent.



Teal'c opens fire with his laser pistol, and manages to drop the second Floater with two volleys of auto fire. As if there was ever any doubt. It's Teal'c. It's what he does.

This is a pretty good point to end the turn. The immediate area is cleared of any aliens, only two agents are exposed (Teal'c is in decent cover behind the landing gear), and the tank is in a forward position and likely to attract most of the fire should an alien be close enough to attack the landing zone. Before I finish, though, I walk my remaining agents to the back of the Skyranger so they will be able to exit with more TUs remaining on the next turn. But, as a precaution to keep them safe in case an alien should decide to get cute with a grenade, I keep them inside instead of walking them down the ramp. Just in case.

And with that, I end the turn.



That got pretty long, and that was only turn one, so I'll end it here and continue with turn two later. Besides, watching TV has taught me that cliffhangers are the way to go.

[Edit] Images lvlshotted.
« Last Edit: June 15, 2011, 07:44:25 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline CommanderDJ

  • Software engineer
  • 210
Re: Let's play... X-Com: UFO Defense
I could never play a game like this, but reading this is seriously exciting. Eager for more, Shade.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
Well, if you actually find a text-based account of a turn-based strategy game seriously exciting, I guess must be doing something right. Glad to hear it :D
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 
Re: Let's play... X-Com: UFO Defense
Hey, Shade. One of my soldiers was wounded, and had -2 for the fatal wound thing. When I get back to base, their dossier screen says 'wound recovery: 23'. Any idea what that could mean? Chance to make it, how low it'll take?
Sig nuked! New one coming soon!

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
It means it will take 23 days for the wound to heal, and you won't be able to use that soldier in the mean time. Depending on game version, they might still be available for base defense though. As long as you get a wounded soldier back to base alive, they will survive. It is only a matter of how long it will take to get them back into action.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Shade

  • 211
Part 4.1: Ground Assault, part two

Part 4.1: Ground Assault, part two

Turn two of X-Com's first ground assault against a landed UFO, and nothing much happened during the aliens' turn. I did hear a UFO door opening, so I know there is one or more aliens around a door somewhere, but by the time I actually find the UFO, that information is likely to be obsolete. The building type to the east of my landing site does not have any doors, so I would not have heard an alien enter or exit.

Regardless, finding the UFO is a priority, so I move my tank around a fence and south-east, to get a view around the south of the building.



Near the south end of the map, I find this guy. And here we see the advantage I mentioned this race had earlier, as well as the reason they are called Floaters. Simply put, they can fly. This one is currently hovering one level above the ground, but they can go as high as three levels above, something which gives them easy access to rooftops and a way to bypass fences or hedges without leaving a hole to show they were there.

Hovering in mid air also means there is no cover around, making for an easy target. Something I will take advantage of immediately.



Since reaction fire is ever a concern, I am going to use the same spotter/sniper tactic to kill this one as I used with Teal'c earlier. The tank has pined down the position of the alien and, as you can see from the map above, Carter has a clear line of sight from her position just east of the exit ramp. She doesn't even need to move. There is a risk of hitting the tank with a stray shot, given its position near the line of fire, but a laser pistol is highly unlikely to even scratch a tank so that is not worth worrying about.



Carter takes the shot, an auto shot again for the possibility of extra hits, but only manages to make one of them count. One proves enough, though. The alien falls to the ground in a heap, unable to continue hovering after being skewered by a laser beam. And Carter still has plenty TUs left, enough for another auto shot or at least two snap shots.



After that, I move the tank a little further south to get a better look around the building, but it can't go any further than shown here. As before, it ends up in a nice forward position where it it likely to attract fire that would otherwise be aimed at my agents.

Carter stays in place, and only turns to keep watch over the eastern approach.

Teal'c, meanwhile, rushes from his cover by the rear landing gear to instead take cover behind the front landing gear, allowing him to cover the south and east and, for the next turn, also places him in a good position to engage any aliens who might fire on the tank during their turn. Actually engaging them with reaction fire is unlikely given the distance between him and the tank, but should one show up through a window in the building he might just get a shot off.

Zoe takes a couple of steps east from her position south of Carter, then immediately backtracks and moves to a covered position under the Skyranger, where she can watch the south-east approach while being safe from fire from the east and north.

Not that I expect any. The reason Zoe took a few steps out and then backtracked when no enemies were spotted was to make sure any aliens who wandered into visual range during their turn would also have spent a fair number of time units. So an alien that does come close enough to see Carter, or the second soldier who will be joining her in a moment, would in all likelyhood at most be able to fire a single snap shot. And that is only if my soldiers didn't take it out with a reaction shot first. The lower your TUs, the greater a penalty is imposed on your reactions, so Carter, having stayed in place and fired only a single shot is in pretty good shape for dealing with any pesky aliens that might show up. I could have reversed the roles, Carter doing the forward scouting and Zoe remaining in position, and this would have meant an even greater chance for reaction shots as Zoe would have used no TUs at all. But Zoe does not have a laser pistol, and given the durability these aliens have demonstrated, I'll take my chances with Carter.

Finally, Ripley moves out of the Skyranger, with everyone else moving up a step but still staying inside for the same reason as before, and takes Zoe's previous position a little south of Carter, covering the east. She, too, has spent some TUs getting there, but as I have mentioned before, Ripley has the highest reactions of all my agents, and that should help her hold her own should the need arise.

Oh, and I have found the UFO. The vertical white-ish line north-east of the building on the map above is a UFO outer wall. Target locked.

And with that, I end the turn.



Rounding off, I want to point out that depite having just ended turn two, I have still only deployed my tank and four soldiers from the Skyranger. Further, I am taking fairly major precautions to make sure my troops can't be easily targeted by the aliens during their turn, as well as spacing them out enough that if they do get targeted, stray shots meant for one agent are unlikely to strike another. This keep my agents alive, but does take a toll on the speed of my deployment. Carefully does it, on Superhuman.

Next part.... when it is ready.

[Edit] Images lvlshotted.
« Last Edit: June 15, 2011, 07:44:43 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Let's play... X-Com: UFO Defense
One request, can you use lvlshot for your images?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
I guess. I do understand that people on low resolutions might end up scrolling with regular image tags, but given how much I rely on the images for illustration, and that lvlshot decreases the clarity noticably (I did test that before I decided not to use it), I chose not to and hoped that people would be ok with that. But since it apparently is a problem, I'll change it next time I'm doing an edit.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Let's play... X-Com: UFO Defense
The images are tiny as they are anyway, I think they'd actually expand instead at this size.

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
Well, it's done at any rate. That was a ton of image tags to edit though. Next time, E, tell me after the first post :p
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Shade

  • 211
Part 4.2: Ground Assault, part three
Part 4.2: Ground Assault, part three

Turn three, and, repeating the pattern of the previous turns, I begin by ordering my tank further forward to scout...



Where it immediately attracts a reaction shot. The shot hits, but the tank's thick armour absorbs all of the damage. Tanks are very expensive, but if you like keeping your agents alive, they are definitely worth the investment. This one has already absorbed enough damage to kill three or four of my unarmoured newbies, and is still in the fight.



And the shot came from here. Another floating, well, floater. Since Teal'c is still in position at the front landing gear, and thus has a clear line of sight, I will let him handle it. No laser pistol this time, though. I have pushed my perimeter out to a distance where I consider it safe to start milking aliens for all the stats they are worth, so the trusty old standard pistol comes out.

Or rather, simply gets aimed and fired. Pistols are one-handed weapons, so Teal'c has been holding the standard pistol in his left hand the whole time without penalties. Had one of the two weapons been two-handed, such as a rifle, the two-handed weapon would recieve an accuracy penalty as long as the other hand was occupied, but could still be fired. Down the line, experienced agents may have high enough firing accuracy that they can afford to take such a hit, but these are the early days and further degrading the already bad accuracy of my agents would be unwise. Not an issue here since both hands are holding pistols, though.



In the end, it takes Teal'c five shots to drop the alien, three of which were on-target. But dead is dead, and unless I miss my guess, he will be getting a promotion later for all the hits he has been scoring. Well, him or Carter at any rate. They must be more or less tied.

Due to the way ranks work in X-Com, they can't both be promoted. You are required to have a certain total number of agents to unlock each rank, and even after unlocking a rank the number of agents who can hold that rank is also determined by your total agent count. I have ten agents, so I can have at most two sergeants - one for every five agents. And Ripley already got promoted. If I had hired a couple more soldiers before embarking on this mission, I would likely have unlocked the next higher rank, which would have let Ripley promote to captain and both Teal'c and Carter promote to sergeant, one of them filling Ripley's old position. But I didn't, so one promotion only.



After dealing with the alien, I have my tank pull the same trick I used with Zoe last turn - move forward a few squares, then back up again. Ripley does the same in the north, securing that area from most threats. I do make a few changes, though, as can be seen above. I move Zoe out of her cover under the Skyranger and into position south of Ripley, ready to move towards the house on the next turn, and I move my two rocketeers out of the Skyranger to take cover behind the rear wheels.

Incidentally, despite what I said earlier about it being unwise to degrade the already bad accuracy of my newbie agents, O'Neill and Aeryn -are- in fact dual wielding their rocket launchers with a conventional pistol. The reason is simple. With rocket launchers, getting close is good enough, and this way they can still react to closer threats without having to equip the pistol first.

At any rate, I end turn with the positions as shown above.



Three turns down, four aliens dead, and no X-Com casualties. Yet. Not a bad start. But the real test is still to come.
« Last Edit: June 15, 2011, 08:05:29 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

  

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: Let's play... X-Com: UFO Defense
You use very different tactics from mine, but then mine were learned in the rather brutal school of killing Lobstermen with Gauss weapons. Teams of two, much more spacing.

Crap, now I'm tempted to play a mission to demonstrate what I mean with pictures.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: Let's play... X-Com: UFO Defense
I don't think we even had a functioning computer when X-Com was released.

lol noob

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
You use very different tactics from mine, but then mine were learned in the rather brutal school of killing Lobstermen with Gauss weapons. Teams of two, much more spacing.

Crap, now I'm tempted to play a mission to demonstrate what I mean with pictures.

Doooo eeeet! Do note however that at this point I haven't even started moving out, as such, the only unit which is even remotely in danger being the tank.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Shade

  • 211
Part 4.3: Ground Assault, part four

Part 4.3: Ground Assault, part four

Over the next several turns, I continue my staged deployment and slowly push out my perimeter. In a turn of unusual luck, most of the terrain proves to be free of obstructions and easy for my agents to clear, with the only site offering any real danger being the house.

To deal with that, Carter uses her laser pistol to blast a hole in the back wall, allowing Zoe to move through and attack any aliens that might be hiding inside from an unexpected direction... but the house is empty. In fact, I find only one more alien outside the UFO, which is expertly dispatched by Ripley. So we fast forward a bit.



Speaking of the UFO, here it is. In all its, um, glory? This type is a large scout, and resembles either a giant plus-sign or an X depending on the angle of view. They are quite common sights, and I am likely to be assaulting plenty more of these as the game progresses. Of the scout-class UFOs, they are also easily the riskiest to breach, so we'll be playing it safe where we can.



After having cleared the rest of the map, I move most of my forces into positions near the door, yet still around the side as to be out of sight from any alien that might step outside. My tank is a bit further south, keeping an eye on said door. That is just about the last use I will get out of the tank in this mission, not that it hasn't served well already - the doors in this type of UFO are only one square wide, so once I move my agents inside, the tank with its heavy armour is out of the game.

Paranoia is a worthwhile trait in this game, though, so I do leave an agent on each side of the UFO, both facing back the way I came. It would not do for some Floater that might have been hiding on the building roof to come gliding down and shooting my agents in the back just because I was certain I had cleared the entire outside map.



As the first move of the breaching operation, Ripley runs around and moves inside the UFO, the tank having already made sure no aliens were outside the door. Upon entering she immediately spots an alien, after which she steps outside again. While the alien is not facing the door, had she fired on it she might not have had the time units left to make it outside again. And I do not want an agent inside during the alien turn until I have a better foothold.



Instead, Carter moves up from the other side, and takes the shot through the open door. It takes two auto shots to drop the alien, with three hits landing on target, leaving Carter unable to move any further. But she is still outside, and UFO doors close automatically after every turn, so she is safe enough. Had any aliens been close enough to the door to both get there, open it and then fire, I would only have allowed Carter the one auto shot, but since the area immediately inside the door was clear but for the now-dead Floater, that precaution was unnecessary. Oh yeah, and we're back to laser pistols now. I don't kid around at this stage of the operation.

With the first defender dead and all agents safely outside the UFO, I move the rest of my breaching party up to the door, and end the turn.



Were any aliens around to exploit it, this huge clump of agents would make a delicious target for a grenade. Or worse. One should never bunch up agents like this unless certain that no aliens can take advantage of it. But I was pretty certain, and I wanted as many time units available for this turn as possible.



Continuing the breach, I first pop an agent in to see if the front chamber is still clear, and then, having confirmed that, run four agents up to the wall opposite the door. In this UFO, aliens coming in from the inner chambers most often arrive through the door on the upper-right, and in this position my agents are covered from any fire coming from that position while still being able to move at most one or two squares to get a line of fire to it, should an alien have shown up there during their turn.



During the alien turn, I heard a door open, and as it turns out that is precisely where it showed up. Once I have control again, I move Teal'c through the outer door to check and then, having found an alien exactly where I was hoping to find it, move him back outside again.

As so often before, I try to minimize the risk of enemy reaction fire, and opening a closed door takes a fair chunk of time units which in turn decreases the agent's effective reaction stat, so the job of killing the alien falls to someone else.



Being both able to get line of fire by moving a single square and being equipped with a laser pistol as the only agent inside the UFO - that was a mistake, by the way. I should have included Teal'c in the first group inside to have both lasers in play -, Carter gets to take the shot again.

Alien goes down after two hits, and I reset to previous positions and end turn. Before moving any further with the breaching operation, I was to see if another alien wants to pop out for a quick look and make itself an easy target.



And as it turns out, one did. I repeat the previous scenario, step for step, with the same result. That makes two dead aliens in the same spot. This has gone uncharactaristically well so far, and I'm starting to feel maybe a bit overconfident, but nonetheless I reset to safe positions once more, determined not to throw everything at the last minute just because I was getting a bit impatient.

I end the turn.



And, catching me completely by surprise, I win the mission. Huh. I didn't even get to use my rocket launchers. I got off pretty easy with this mission - The terrain was ideal, the enemies were relatively few, and I didn't even have to breach the inner chambers because the aliens were polite enough to come to me. I'm not complaining... easy wins are fine with me. Still, I would have liked to try those rocket launchers.



A fair amount of goodies to haul home this time, including some of the all-important Elerium as well as UFO power sources and navigation systems. Not to mention many more alien weapons to sell to boost my bank account. My accountants will be pleased.



And in recognition of her contributions in this mission, Carter gets promoted to sergeant. Those three kills during the UFO breaching phase of the operation put her clearly ahead of Teal'c in kills, so this is well deserved. It is likely that several others have been promotod to the informal rank of squaddie, but those 'promotions' are not announed in the mission debriefing. Congratulations all round, though.



Now this is what I'm talking about. Lots of stuff to sell, and while I'm keeping the alloys, the elerium, the ufo components and one mind probe, I can still make close to two million by selling off the rest. I'm back up to more than half of my starting funds.



That much money allows me a bit more freedom in my purchases. I expand my armoury with some more pistol clips to replace those spent during the mission, several more rocket launchers and rockets, a ton of high explosives ,and finally some stun rods. We're still only ten days into the game, so my alien containment facility is not yet online to keep captured aliens alive, but stun rods are fairly good close combat weapon in their own right and indeed the only melee weapon available to X-Com. Plus it means I won't forget to buy them later on.

This is the transfer overview screen, by the way, where you can see all shipments inbound to the current base. This includes both purchases, any items you might have transferred from a different base, and newly hired staff that has yet to arrive.



Even after those purchases, I still have a lot of money sitting in the bank. So I decided to get a second base started. Building a defensible base takes much longer than usual, as you are essentially bottlenecking yourself in the beginning in order to keep the number of entrypoints to one, so getting extra bases started early is helpful as it gives you enough time to develop them into something useful by the time you actually need them.

Since the USA is my biggest single sponsor, I choose to locate my second base there, a little north of New Orleans or north-west of the Florida panhandle.



As can be seen here, a newly extablished base is pretty bare. Only the starting base comes with facilities already built, while in any further bases you only get to place the access lift and then have to start from scratch. In this case, I start by building some general stores and otherwise leave further development for later.

As can be seen in the top-right, I still have almost one and a half million left, so I could actually afford to start a third base. I won't, though. Once the living quarters finish at my main base, I will need money to hire more scientists and engineers, and I can't be certain to get another UFO full of profitable loot between then and now.



And there it is. Two X-Com bases seen from a location above the north pole, standing ready to defend the earth against any threat. Isn't it beautiful?
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
    • Twitter
    • Headdie on Deviant Art
Re: Let's play... X-Com: UFO Defense
Good Work so far, It was damned lucky that you didn't have to breech the control and power rooms, those can get nasty on the large scout and certainly the worst recurring scenario in the early stages.
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

 
Re: Part 4.3: Ground Assault, part four
[image snip]

And there it is.  Two X-Com bases seen from a location above the north pole, standing ready to defend the earth wealthiest, first-world nations against any threat.  Isn't it beautiful?

Fixed that for you.  ;)

 

Offline Shade

  • 211
Re: Let's play... X-Com: UFO Defense
Hardly. Radar coverage is only one of the tools at my disposal (the UFO I just assaulted was not detected by ground-based radar), and my Skyranger has global range with my interceptors not far behind. Australia is probably the only place I can't cover to at least some extent with my interceptors. Besides, if the 3rd world wanted me to prioritize them instead of the countries I do now, they should damn well pay me more :p
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline CommanderDJ

  • Software engineer
  • 210
Re: Let's play... X-Com: UFO Defense
Australia is probably the only place I can't cover to at least some extent with my interceptors.

:( Don't leave us against the alien scum.

Also, unrelated fact: I would be six years and six days old on the date of that last screenshot.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it