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Poll

Is a man not entitled to the money from his own exploits? (We're making too much money from manufacturing and tractor beams. What to do?)

'No,' says the man in Megapol, 'he must make it himself.' (Can only manufacture items for income.)
- 1 (3.1%)
'No,' says the man in Marsec, 'he must take it from the aliens.' (Can only capture items from the aliens for income.)
- 11 (34.4%)
'No,' says the man in government, 'it is unethical.' (Must rely on end-of-the-month money for income.)
- 5 (15.6%)
I rejected those answers. Instead, I chose something different. (Keep the money flowing. Bases for everybody!)
- 15 (46.9%)

Total Members Voted: 29


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Author Topic: Let's Play: X-COM Interceptor: Flying Blind!  (Read 22309 times)

USEC_OFFICER

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #45 on: July 16, 2012, 02:43:45 pm »

The Heavy Laser needs more TQs to finish compared to the Gattling Laser. This usually means the heavy laser is probably better somehow... unless they work like in the first game where the rifle was better than the heavy laser in every way imaginable.

At this point we'd be researching Heavy Lasers for selling. Plasma Pulse Cannons are better in every imaginable way.

If prices drop when you flood the market, go ahead and build and sell as much as you want.

They don't. Hence the printing money comment. Well, I guess that the aliens could always destroy the freighters and I'd be dead broke, but that's highly unlikely.

If they don't, it is a pretty cheap tactic. Let's Plays are better when you can lose.

Hence why I have the poll. I'm the kind of guy who likes to use cheap tactics, but this is too easy, even for me.

Also my ship should be named the "STE Porkins".

Btw if I am to be flying the same ship for a while I would like to have another name for it :p I'm thinking "Red Dwarf".

Noted. Also, unless you like the name "Fortress in Spaaaaaace", a new base name would be nice.
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Aptus

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #46 on: July 16, 2012, 03:23:07 pm »


Noted. Also, unless you like the name "Fortress in Spaaaaaace", a new base name would be nice.

Hmm... how about naming it after one of the greatest space heroes of all time... "The Arnold Rimmer".
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LordSlowpoke

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #47 on: July 16, 2012, 04:54:55 pm »

Okay then:

You're allowed to have only three bases with any sort of flying force based on it at all times. In fact, only three bases are allowed to host any sort of soldier force, the rest can be only glorified point defense turrets. You can switch between bases that you're using freely, though. I hope I'm worded clearly enough on this one, but feel free to ask for clarification if I'm not.

Oh, and name them after the fallen pilots and more notable vessels we've lost.
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USEC_OFFICER

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #48 on: July 16, 2012, 05:01:26 pm »

Okay then:

You're allowed to have only three bases with any sort of flying force based on it at all times. In fact, only three bases are allowed to host any sort of soldier force, the rest can be only glorified point defense turrets. You can switch between bases that you're using freely, though. I hope I'm worded clearly enough on this one, but feel free to ask for clarification if I'm not.

I think I understand it. Hopefully the aliens aren't cheating bastards, and the best engines are really freaking fast, else this will probably be difficult. I like it.
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Sheb

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #49 on: July 16, 2012, 05:43:51 pm »

Only income from Corporations.alien stuff is sensitive and shouldn't be sold. And we're not a manufacturing outfit.

Also, only use human weapons. If we use aliens weapons, we're like them.
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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #50 on: July 16, 2012, 06:21:26 pm »

Posting to Watch. Good LP so far!
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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #51 on: July 17, 2012, 05:49:30 pm »

I've done the next update. The aliens weren't very complying, so it's kinda meh. However they have been holding out on us, so maybe it's all for the best.
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Sonlirain

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #52 on: July 17, 2012, 06:38:21 pm »

I'd say go wild with the money and build me a fortress base full of turrets (no fighters) named after me with a slightely disconnected from reality commander (also named after me) on board who still thinks it's the second war and space is just a huge ocean.

Just because i'm so darn important.
« Last Edit: July 17, 2012, 06:45:52 pm by Sonlirain »
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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #53 on: July 18, 2012, 03:20:32 pm »

I say keep building fighter bases until all pilots are available for combat.  Training sux, man.

Also, more bases is more download links.  Research everything!

I wouldn't worry too much about the money.  If this is like most X-Com games, there are easy months and hard months, and you'll need the cash reserve for when the Aliens kick your teeth in.

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #54 on: July 22, 2012, 07:49:34 pm »

Sorry that the update is taking so long. The turn is pretty uninspiring, so I'm having trouble getting started. I also think that I'm coming down with something, and since misery loves company the update should be ready for tomorrow or Tuesday.
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QuakeIV

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #55 on: July 24, 2012, 04:50:16 pm »

If its a rather uninspiring turn I'd imagine you can just abstract it a bit.

e: By which I mean nobody will hate you if you skimp on an update that would be boring anyways.  Myself I'd prefer that you only spend lots of time on cool turns.
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USEC_OFFICER

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #56 on: July 25, 2012, 02:31:25 pm »

Update 4: Eh

Spoiler: Main Update (click to show/hide)


Spoiler: Pilot Roster (click to show/hide)

X-COM END OF MONTH MEETING TRANSCRIPT

REID: Right. I should probably say some inspirational words, but damn it. We're winning and we've been winning for the past few months. We've got our shit together and the aliens don't, and that's that. Mullar, how big is my retirement fund going to be?

MULLAR: I believe it depends on how much command likes you, but our finances are as splendid as ever.


Income from the mining corporations has increased by about a fifth, giving us plenty of money to play around with, especially when you include the money wrapped up in our little manufacturing business.


Additionally two new corporations have set up in the frontier.


The Baldwin Mining Corporation in the Delta Vega system,


and Rowan Manufacturing, inc in the Virgil system.

SMITH: Geez, I wonder why?

[scattered laughter]

REID: Alright then. We've got three bases to spend it on. The two other ones were finished a couple of hours ago. Now I've got plans for them.


The... upper rightish one is going to be called the Sonlirain.

HEAD: Feel sorry for your old buddy, eh?

REID: Yeah, well not exactly. He was a damned good drill sargent in the day, and being around the bend hasn't changed that. The Sonlirain is going to be turned into a training station for any new recruits. X-COM just doesn't train people like it used to.

AMBROKSI: And the other station?


REID: I'm calling it the Forlorn Hope, 'cause... Well no real reason. Sheb's going to be leading that station.

DEJULIUS: You twisted bastard.

REID: Heh, I know what you mean. Oh, and that reminds me. You, Jack, Andrew, Nirur and Bonnie are going to be heading out to the Arnold Rimmer to form a new squadron. It's about time that somebody starting using it.

TORIR: When will we leave?

REID: As soon as possible. It'll be a while before we get enough ships for the lot of you though. Anything else?

TIM: Research has been completed on the alien component.

REID: And?


TIM: The Galactic Science Corporation believes that it is a part of a immense space station.

REID: That's it? It took ten days just to transmit that?

TIM: To be fair, the piece is 213.682 kilometres long, and is filled with various control and shock systems.

REID: That's not the point! I could have told you that it's part of a giant bloody space station!

TIM: And why didn't you say so from the beginning, and thus save ten days of research?

REID: Because... Uh, well, you see... Moving on. Fraser, did you finish looking at that bloody probe yet?



[long pause]



DULARAC: Where is Fraser?

PARKER: She's dead.



[long pause]



TIM: Ah, another human with a taste of the dramatic.

(And on that bombshell I'm ending the update.

The Arnold Rimmer and other assorted stations should be ready in the next month. The Arnold Rimmer would have been ready this month, but I forgot and just kept on making tractor beams. Whoops.

If you remember some of the house rules that were suggested, I'm only allowed three squadrons of fighters. Squadron Alpha will be stationed at Fort Skywatch, Squadron Bravo at the Arnold Rimmer, and Squadron Crap at the Forlorn Hope. Sheb's idea is terrible for running an entire operation, but for a squadron it should be quite good. Or deadly. Either or, maybe even both. Anyways Squadron Crap is only going to be allowed weapons and technologies developed from good old earth, meaning lasers and the base weaponry, along with whatever the hell cold fusion gives me. I might stretch the rules to include technologies developed from alien tech. After all, most of our base technologies are developed from alien tech during the First Alien War. Thus I couldn't use plasma pulse cannons, but I could use the advanced fighter craft. Maybe. I have no clue how to get them yet.

Anyways ith four stations research is going to be a breeze. Sonlirain is researching cold fusion currently, and the Forlorn Hope is researching the alien sensor probe. I also want some better missiles, so Fort Skywatch is researching elerium torpedoes.

Anything else I'm missing? I don't think so. I'd like some more pilots, but other than that everything is fine and dandy. Hopefully the aliens will step up their game so that I don't get more turns like this.

If you're wondering, I took the extra day to polish up the turn a little bit. That, and to try out the Ur-Quan Masters. That thing is LP gold, let me tell you. Open world, full of surprises and deadly as hell. I might do a LP of it after I finish up Interceptor.)
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Mephansteras

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #57 on: July 25, 2012, 02:51:19 pm »

Oooh, cliffhanger!
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QuakeIV

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #58 on: July 25, 2012, 05:26:00 pm »

Maybe they built their station too big and it collapsed into a black hole.
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Sonlirain

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Re: Let's Play: X-COM Interceptor: Flying Blind!
« Reply #59 on: July 25, 2012, 05:56:13 pm »

Yay i have a base just for me.

I hereby mandate a Bombardment shield and at least 5 P.W.T. Defences... 6 sonic defences will work well enough tho.
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