Backup Monday Night Game Discussion Thread

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Gulfwulf
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Re: Backup Monday Night Game Discussion Thread

Post by Gulfwulf » Tue Aug 12, 2008 3:51 pm

I tried dual-weilding in the 1.3 version and it worked fine, but I haven't tried it in X-COM. I'll take a look and see if it works properly.

Smart Alec
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Re: Backup Monday Night Game Discussion Thread

Post by Smart Alec » Tue Aug 12, 2008 6:13 pm

It might not be feasible, as it would require duplicate off-hand versions of the X-Com pistols to be in the toolset.

Jenniza
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Re: Backup Monday Night Game Discussion Thread

Post by Jenniza » Tue Aug 12, 2008 7:52 pm

FROM: Jane Swift, X-COM Field Agent
TO: Michael Garret, X-COM UN Liaison
RE: Mission Report – X-COM, Failed Snakemen Attack

With the success of the Elerium-115 reactor and the Laser Defense system, we brought down a Snakemen Attack Ship. As Alpha Team, we were sent out to greet them some distance away via an APC. There were roughly six to eight Snakemen soldiers outside, with which we found the tear gas grenades most helpful. The ship had two entrances; we chose the entrance that the retreating Snakeman did not run into (he was too far to shoot down). We wanted an element of surprise as long as we could maintain it. We were perhaps 50-75% around the base of the first level of the ship when an alarm sounded. By then we had eliminated a lot of Snakemen soldiers. One had escaped to the second level; but we had more to mop up on the first level. We finished up the first level, with the engine room. It was damaged of course. We proceeded up the lifts, it was a different lift, so we ended up on the third level. Cleaning up this level yielded several dead Snakemen soldiers, a couple dead Snakemen officers (one captured) and a captured Snakemen Leader. This appeared to be a secondary engine room or some type of command center as it had some sort of representation of the Earth in the center. I’d recommend further study.

Jenniza
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Posts:37

Re: Backup Monday Night Game Discussion Thread

Post by Jenniza » Tue Aug 12, 2008 7:56 pm

ooc I've dual wielded Glocks in X-COM on the gun range a few weeks ago, I'm pretty sure it works.

Jenniza
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Posts:37

Re: Backup Monday Night Game Discussion Thread

Post by Jenniza » Tue Aug 12, 2008 9:14 pm

ooc As I understand the medical front, those 3 fancy medical applications are MANUFACTURING issues..... so we have to first Research Alien Medicine (level 2), that means we end up somewhere in the realm of:

Research Priorities (24 points total)
Current Projects:
  • Plasma Pistol (10) – Alien weapon, we have several in storage
  • Powered Armor (10) – Elerium-115 powered armor (medium armor)
  • Alien Medicine (Level 2) (4)
  • (freebie) Project FIRESTORM (Advanced new Interceptor) is underway
Manufacturing Priorities (36 points total)
  • Note: Future base expansion will run into problems due to base size limitations.
  • Elerium-115 Reactor (+20% Research, +20% Manufacturing, +50% Base Defense) (online)
  • Manufacturing Labs: 3
  • Research Labs: 2
  • Medical Labs: 1; the Medical Lab is fully operational.
  • Defense: Missiles & Lasers
  • Laser Pistols:7, (Dr. Yeren’s pistol has the integrated VDU (+1 attack) that can also be made at +3 engineers per week)
  • Laser Rifles: 1
  • Motion Scanners: 2
  • Heavy Weapons Platforms: Prototype (damaged); Laser Tanks: 1
  • Personal Armor: 6; Helmets have been upgraded to resist mental attacks; (Catalina’s armor is treated to be a (+2) stealth suit that ca also be made at +4 engineers per week)
  • Medikit: Doctor White's medical lab can construct eight of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
Now might be the time to speak up if anyone wants some equipment or upgrades... If we had a spare personal armor, I'd be curious, just curious, how much time would be taken up to turn it into a stealth suit, or if anyone is interested in upgrading their laser pistols to the VDU thing, or if Jane could upgrade her laser rifle to a similar VDU system. If you all think Jane's +12 craft mech skills would be better put to use upgrading the personal armor (stronger and better for example, or improve any of it's resistances) that's fine too. SA and VM are typically better at resource management anyway.

cigol712
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Posts:6

Re: Backup Monday Night Game Discussion Thread

Post by cigol712 » Tue Aug 12, 2008 11:30 pm

ooc
I ... don't even have a laser pistol and Jenniza gets to dual wield!? *CRIES*

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Lazybones
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Re: Backup Monday Night Game Discussion Thread

Post by Lazybones » Wed Aug 13, 2008 2:12 am

To clarify, the medical options are research projects like any other. Sorry that wasn't clear. The specifics are laid out in this post, along with updates on everything else that's going on. If you have questions, just post IC or OOC here and I'll get back to you as soon as I can.

Regarding the weapons, now that plasma is available I suspect most of you will prefer them to lasers (except against those aliens which are more vulnerable to the lasers). Average damage for the plasma pistols is 3 points higher than for the lasers. The lasers have the advantage of not needing ammo, of course.

* * * * *

Dr. Wagner's weekly e-mail.
FROM: DR. KIMBERLY WAGNER, X-COM RESEARCH LEAD
TO: MEMBERS, ALPHA TEAM
CC: MICHAEL GARRET, GRACE THELON BELUCA, AGENT INISE DRAKE
RE: Research/Manufacturing Progress Report

The new reactor and laser defense were completed just in time, it seems. Our research and manufacturing work stands to benefit from the increased power output, and other efficiencies that have been put into place.

Buzz Olloff reports that the FIRESTORM craft has been completed and has successfully completed its initial test flight. We should be receiving the prototype in a few days. Mr. Olloff will be remaining at the American aerospace design facility for a few weeks longer, to contribute to our second advanced craft design, code-named LIGHTNING. This craft will be an improvement over our light assault carrier, the Skyranger, utilizing both alien alloys and alien ship components in its construction. Like the Firestorm, this craft will also rely on Elerium-115 for its fuel source.

Work on the alien light plasma weapons has been finished, and those weapons can now be assigned to X-COM field units for use against the aliens. As research into alien weapons is completed, captured weapons may be kept for use by X-COM field teams. Please continue to bring back extra copies of alien weapons; those that are not assigned to other units will continue to be delivered to the Americans. This is not a trivial exchange; the Americans funded 75% of the costs of the Firestorm project, which inclued providing the construction and test facilities, and their help will be essential going forward. Keeping the Americans supplied with these weapons will be critical in maintaining a positive cash balance moving forward, especially with the loss of the French contribution to the consortium budget. All weapons that are not currently being used by field team personnel should be returned to the appropriate storage lockers.

Finally, Chief Engineer Thelon Beluca has begun work on an advanced Powered Armor system. This armor should provide superior protection against alien plasma weaponry.


Research Priorities (24 points total):

Completed Research:
  • Laser Weapons: Research complete. Laser pistols may be constructed.
  • Laser Rifle: Research complete.
  • Laser Cannon: Research complete. All future interceptors will be equipped with this weapon. Laser Defense may be constructed.
  • Motion Scanner: Research complete.
  • Heavy Weapons Platforms: Research complete. Laser Tanks may be constructed.
  • Alien Medicine: Research complete. The new Medical Lab will produce eight medikits per week. Dr. White reports that when the lab is involved in research projects, such as alien autopsies, the rate of production will slow. Further upgrades may come from research into alien life forms.
  • Alien Alloys: Research complete. Personal Armor is now available for manufacture.
  • Elerium-115 Reactor: Project complete.
  • Plasma Pistol: An alien weapon.
  • Sectoid Prisoner: Research complete.
  • Alien Navigation: Research complete.
  • Alien Power Supply: Research complete.
  • Sectoid Autopsy: Research complete.
  • Snakeman Autopsy: Research complete.
  • Floater Autopsy: Research complete.
Current Projects:
  • Powered Armor (12): Chief Engineer Beluca reports that we can now research an improved armor based upon the Elerium-115 power source. (ooc: this is medium armor)
Available Projects:
  • Plasma Rifle: A more powerful alien weapon.
  • Heavy Plasma: A massive alien plasma weapon. (ooc: requires the Expert Firearms Proficiency feat to use).
  • Plasma Cannon: A craft-based weapon with superior range and stopping power compared to the Laser Cannon. However, unlike the laser it requires a supply of Elerium-115 to function. Once research is complete, we anticipate being able to construct a Plasma Tank and Plasma Defense using this technology.
  • Small Launcher: An alien stun weapon.
  • Vibroblade: An alien melee weapon.
  • Alien Grenade: These explosives seem to be based on a biochemical agent combined with a tiny amount of Elerium-115.
  • Advanced Medikit 2: Improves efficiency of current medikits.
  • Advanced Surgical Kit: An advanced field intervention kit that can stabilize and restore a dying soldier. (ooc: Raise Dead)
  • Elerium-powered Biogenesis Unit: Increase Medikit output by 50% or more.
Current Prisoners held in Alien Containment:
  • Snakeman Soldier: We have several of these aliens in captivity. Once research is complete they will be sent to a central holding facility off-site.
  • Snakeman Leader.
  • Snakeman Navigator.
  • Snakeman Engineer.
  • Floater Navigator.
  • Floater Soldier.
  • Sectoid Engineer.


Manufacturing Priorities (35 points [1 engineer disabled])
  • Research Capacity: Research Labs 1 and 2 are fully operational. Further expansions will run into problems due to base size limitations.
  • Medical Capacity: the Medical Lab is fully operational.
  • Manufacturing Capacity: Workshops 1, 2, and 3 are fully operational. Further expansions will run into problems due to base size limitations.
  • Base Defense: Missile Defense and Laser Defense have been completed. Current base defense factor: 40
  • Laser Pistol: Seven units have been constructed. Units may be constructed with an integrated VDU targeting system (+3 engineer-weeks per unit).
  • Laser Rifle: One unit has been constructed.
  • Motion Sensor: Two units have been constructed.
  • Personal Armor: Six suits have been constructed. Helmets have been upgraded to resist mental attacks. Units may be constructed with stealth augmentation (+4 engineer-weeks per unit)
  • Medikit: Current level: Advanced Medikit 1. Doctor White's medical lab can construct eight of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
  • Heavy Weapons Platform: Rocket Launcher: One prototype (damaged) produced. One Laser Tank produced, now seriously damaged. Doctor Sandesh reports that it will take 3 engineers one week to restore the HWP to full working order.
OOC: Your current allocations are listed in parens above.

Jenniza
Experienced User
Posts:37

Re: Backup Monday Night Game Discussion Thread

Post by Jenniza » Wed Aug 13, 2008 3:15 pm

May I have a clarification on the distinction between:
Plasma Rifle: A more powerful alien weapon.
Heavy Plasma: A massive alien plasma weapon. (ooc: requires the Expert Firearms Proficiency feat to use).
------------

I'm familiar with:
Personal Firearms Proficiency - Handguns, etc
Advanced Firearms Proficiency - SMG's, etc.
Exotic Firearms Proficiency - Heavy weapons, rifles, etc.

what exactly is "Expert Firearms Proficiency"? I've found no reference to it ANYWHERE.

Smart Alec
Experienced User
Posts:22

Re: Backup Monday Night Game Discussion Thread

Post by Smart Alec » Wed Aug 13, 2008 3:24 pm

Vasily reads the email over, a party hat on his head and a piece of cake in hand, bobbing his head absently to the cheery music in the background.

"Hey, guys," he calls to the nearby Alpha Team folks, "I wonder if it maybe time to try to clear some of this alien prisoner backlog, da? Maybe get three or four guys a week working on that while the rest sort out technology. Or -"

The Russian is briefly interrupted by the need to join in a rousing chorus of 'For She's A Jolly Good Fellow' in Jane's honour, but finishes with:

"Must be getting crowded in Alien Containment."

***

OOC: Exotic Firearms Proficiency and Expert Firearms Proficiency are the same.

A plasma rifle is the rifle we see a lot of the soldiers use; a heavy plasma is the new gun we saw the Snakeman Leader use last night, that Alpha Team brought back for study; a very big gun, seems to be the alien equivalent of the rotary cannon Vasily and Sveinn use.

Jenniza
Experienced User
Posts:37

Re: Backup Monday Night Game Discussion Thread

Post by Jenniza » Wed Aug 13, 2008 3:50 pm

semi-ooc discussion probably due to game mechanics:

I have a list of semi-random questions that might effect manufacturing, not or in the furture...

Can Vasily now (and/or later) use Heavy weapons? Does he want a Laser and/or Plasma Rifle at any point? Does he have some sort of Mini-Gun currently (ie, ballistic, heavy) that he is/is not using?

Similar questions to Soheil.... (or anyone else)

Soheil/cogil, would you like one of those nice (+1) VDU laser pistols? (or anyone else, since we need to make at least one laser pistol for her)

I think we should spare a few engineers to repair the current HWP's (both of them for base defense, as Vasily once said) and maybe make one more or put the rest into medikits. Thoughts? Opinions?

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