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Author Topic: X-Com:TTS Multiplayer [Human Thread] 2.0!  (Read 11791 times)

Burnt Pies

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X-Com:TTS Multiplayer [Human Thread] 2.0!
« on: March 31, 2012, 06:58:19 pm »

What's that? Aliens are attacking Earth? Good Lord! This sounds like a job for... The Army!

The Army's busy? Brilliant. Guess we'll just have to form a shadowy paramilitary organisation and fight them ourselves then, right?

What do you mean "Right.". You can't be serious. I'm not even a Military man, for Gods' sake. Stop waving briefcases of money at me. Oh. That's a gun. Fine, fine, I'll do it.

Okay, the fate of the world in my hands, check. Surrounded by incompetents, check. Let's review our assets.
Spoiler (click to show/hide)
Not a bad start, although I'd love to find the idiot that designed the interior. Even I can tell you that having 3 seperate entry points to defend won't go well. We'll just have to do a bit of... redecorating. There's also problems with both storage and living space, so they'll be looked at while we're at it.
Spoiler (click to show/hide)
Ok, now for Funding...
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Our chief of research informs me we can research either Motion Scanners or Laser Weaponry. Like there's any contest.
Spoiler (click to show/hide)
Shortly after all this, I'm informed our small, inefficient Radar system has detected one of these Interlopers flying almost overhead. The Nerve! I dispatch Interceptor 1 and the Skyranger to follow and neutralise it. It soon lands, and we're on it.
Spoiler (click to show/hide)
Another UFO, this time detected by the Interceptor on CAP over America. We set a deadly air ambush and knock him out of the sky. Then we wait a few days while the Skyranger captain sits on his hands, screws up refuelling, runs out of fuel 3/4s of the way across the atlantic, turns back, refuels again and eventually arrives. Wow.
Spoiler (click to show/hide)
A few days pass, and I get a sternly worded letter from the Australian Ambassador. Apparently, they've been playing host to a few Alien scout craft for a week now, and feel that the 'little blighters' have outstayed their welcome. I send out the Interceptors to LRCAP the outback and vector the Skyranger over there, this time with a full tank of fuel.
Spoiler (click to show/hide)





This is the Human side of the Orb vs BurP multiplayer game. Apologies for the size and number of the Screenshots, it's my first go at something like this. I'll accept some weapon/loadout requests, but within reason; no more than 3 people with Heavy Weapons, 2 with Sniper Rifles and 2 with Pistols. For the proper atmosphere when reading these, set Guile's Theme to repeat. It's what I was listening to.
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EuchreJack

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #1 on: March 31, 2012, 08:39:57 pm »

Dibs on your first Officer!

Xanatos Jr.

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #2 on: March 31, 2012, 10:53:29 pm »

Make me a random bland rifleman dude.
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GlyphGryph

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #3 on: April 01, 2012, 01:25:22 am »

Commander GlyphGryph, reporting for duty, sir! While I don't expect to hold my previous post, I do hope to useful in the battle against this alien menace!

(Requested Loadout: Rifle and Grenades, with a sidearm.)
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Delta Foxtrot

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #4 on: April 01, 2012, 09:04:05 am »

Sinebrychoff, arm him or her with an autocannon. No preference between explosive and normal rounds, whatever suits the situation. Few grenades might be a good idea too, whatever you can afford.
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #5 on: April 01, 2012, 07:15:07 pm »

Music!

A busy week, this one. And surprisingly successful, given we seem to be a crew of idiots under the command of an ex-Civil Servant.

First up was... a long period of waiting as, yet again, the Skyranger Pilot didn't bother to check fuel levels before taking off. Australia is a long way away from Germany, but he doesn't seem to remember the last time this happened.
Spoiler (click to show/hide)
As the Skyranger passed over the Georgian/Russian border, he spotted another UFO, this one seeming quite large, at least in comparison to all the others we'd seen. Both Interceptors were vectored onto its' position, and it was shot down as soon as it took off.
Spoiler (click to show/hide)
Strife!
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Soon afterwards, we set off for the Small Scout in South America. I always enjoy these missions; they bring in Mind Probes, and those things sell for 136k. The one from Aus funded Interceptor 2's Avalanche loadout.
Spoiler (click to show/hide)
The trajectory of all the UFO's we've detected in the air lead me to believe that the Aliens are based somewhere in Saudi Arabia. As such, both Interceptors are ordered to patrol that area in the hope of catching a UFO taking off. We don't manage to catch one, but the Skyranger spots another 'Medium Scout', doing whatever nefarious activities Aliens do, this time in Australia.
Spoiler (click to show/hide)

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Delta Foxtrot

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #6 on: April 01, 2012, 08:42:22 pm »

Quite fun to read both your and orbs commentaries on the same missions. Congratulations on the intact UFO. What's your short term plan for research and such? How long you figure until you get personal armour?
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #7 on: April 01, 2012, 09:16:15 pm »

I'm pretty much done researching Alien Alloys now, and my plan is to go for Personal Armour straight afterwards, so it's days until the first armour rolls off the production line. After that, all the Laser Weapons, as I want Heavy Lasers before he can roll out Cyberdiscs, and I rather like Laser Snipers. Heavy Weapons in TTS are slightly different from normal. They punch through armour much better than standard weaponry, but don't do automatic fire. Not even the Heavy Plasma does auto-fire. The one exception is the Autocannon, which still autofires and can be pretty nasty. Sniper Rifles don't have accuracy or damage falloff, which means Jack can fire across the map and still have 75% chance of hitting. There isn't a Plasma version, however, which means they start looking a bit underpowered when Mutons arrive.

The intact UFO means I can go for Firestorms when I need more armour, probably when his Destroyers, Terror Ships and Battleships arrive, but that's a long, long way away.
« Last Edit: April 01, 2012, 09:23:46 pm by Burnt Pies »
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GlyphGryph

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #8 on: April 01, 2012, 09:19:37 pm »

...

WHAT?

WHAT DOES IT MEAN?
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #9 on: April 01, 2012, 09:24:51 pm »

It means my computer looks at button presses and decides what it wants to do about them without my input. I didn't even press enter, I don't quite know how it managed to post that prematurely.
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #10 on: April 01, 2012, 11:11:21 pm »

Name someone Trixie the Maniac for me please.  Gender not important.
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #11 on: April 03, 2012, 05:53:48 pm »

Music for this update.

Nothing much happened for a few days. Our scientists puzzled out how we can use the Alien's materials for our own uses, and immediately launched into a project to create a Body Armour from it. I'm all for it; having people survive Plasma blasts without faling unconscious will be great.

Spoiler (click to show/hide)
A short trip back to base for refuelling and picking up the new arrivals, then the Skyranger goes back to hit the crashed scout.
Spoiler (click to show/hide)
A few days pass, we have no reported Alien sightings or detections, despite patrolling areas that have reported large amounts of visitors. They seem to have moved away.

Suddenly, we get a sighting phoned in; A 'medium scout', sat in the Desert being as disruptive as possible. I'm not sure how you disrupt the desert, but that was how it was described to me. Still, those things are worth tons, and I want some more of their Navigation and Power Supply units (I have Plans. Oh Yes.), so the Skyranger's vectored in from Australia, and both Interceptors ordered to converge on the site.
Spoiler (click to show/hide)
Not the best week, all in all, but nothing crippling.

Here are few personnel files I've received requests for.
Spoiler (click to show/hide)


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warhammer651

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #12 on: April 03, 2012, 06:18:57 pm »

Could I claim a guy?

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Delta Foxtrot

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #13 on: April 03, 2012, 06:44:11 pm »

I'd like a replacement, by the name of Bobrikov. A heavy weapons specialist.

Couldn't you get proximity grenades to take his guys out as they try to make potshots by coming out of the UFO? Did you get much out of that live alien you captured?
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #14 on: April 03, 2012, 07:54:20 pm »

It was only a soldier, so not much. 18 Scientist-days worth of research, and when I have the time I can research the Live Sectoid for a 10% damage bonus vs them. Not too handy for Sectoids, but it'll be a lifesaver for snakemen and above.

I could get Prox 'Nades and mine the entryway, but I keep forgetting.

And yeah, claimed guys will go in next session.
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