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Author Topic: Marathon Let's Play: X-COM!  (Read 19197 times)

Itnetlolor

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Re: Marathon Let's Play: X-COM!
« Reply #150 on: February 24, 2010, 12:45:29 am »

I agree about this being revived. Where is he?

cganya

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Re: Marathon Let's Play: X-COM!
« Reply #151 on: February 24, 2010, 11:11:13 am »

i was thinking about maybe starting up my own x-com LP, would that be in bad taste though since this one already exists? i just enjoyed reading it so much that i didnt want it to end already ^.^;
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My current project: Playing through might and magic 6 and posting the videos on youtube.
http://www.bay12forums.com/smf/index.php?topic=136329.msg5003966#msg5003966

Myroc

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Re: Marathon Let's Play: X-COM!
« Reply #152 on: February 24, 2010, 11:17:51 am »

We got atleast four already. Go for it, dude.
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cganya

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Re: Marathon Let's Play: X-COM!
« Reply #153 on: February 24, 2010, 11:39:21 am »

OK I'm starting to type up an initial post, everyone is invited to request a character.
let me know the following:

name:
favorite equipment:
character desc/blurb: the more detailed, the more i will have to work with, i cant promise i can incorporate everything but i will try.

feel free to develop a side story of your own like the the lovely story about the aircraft mechanic.

I am using xcomutil. i wont be save scumming with 1 exception: mulligans. if things go to shit within the first few turns i tend to reload to the start of the mission. i really don't think losing the whole team to a blaster bomb at the beginning of the mission is fair.

I'm using the improved tanks, improved weapons and alternate starting base options:

improved tanks: the first few tanks have a bit more effective armor making them able to withstand a few plasma shots, its still fairly easy to lose the tank to a plasma auto shot or too

improved weapons: a minor rebalanced of weapons, making all weapons viable within their class (the documentations says the main changes are adding auto shot to the conventional pistol and making the heavy laser a bit more accurate.

alternate starting base: doesn't add anything extra to the starting base but arranges it to be more defensible.

does anyone think these changes are too much?

also i use the option that adds rank, kills and stat strings to the end of names

also i will shortly add a link to this post to lead to the new thread.

and here it is: http://www.bay12games.com/forum/index.php?topic=50076.0
« Last Edit: February 24, 2010, 12:02:42 pm by cganya »
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My current project: Playing through might and magic 6 and posting the videos on youtube.
http://www.bay12forums.com/smf/index.php?topic=136329.msg5003966#msg5003966

Mephansteras

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Re: Marathon Let's Play: X-COM!
« Reply #154 on: February 24, 2010, 12:03:08 pm »

Sounds good to me! Looking forward to the new LP.
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willamedico

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Re: Marathon Let's Play: X-COM!
« Reply #155 on: January 21, 2011, 01:06:36 am »

That is good...But don't you think that Spartan 117 has technically outranked everyone.
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Myroc

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Re: Marathon Let's Play: X-COM!
« Reply #156 on: January 21, 2011, 01:53:44 am »

Jegus, this thread's almost a year old! What on earth possessed you to resurrect it?
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We all have problems. Some people just have more awesome problems than others.
Getting angry is fun. Getting angry over petty things even better.

GlyphGryph

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Re: Marathon Let's Play: X-COM!
« Reply #157 on: January 21, 2011, 02:21:12 am »

The increased audience participation makes me said my own thread does not live up to this. :*(
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