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Where should we launch a Satellite?

Europe
- 7 (70%)
North America
- 2 (20%)
Asia
- 1 (10%)
South America
- 0 (0%)
Africa
- 0 (0%)

Total Members Voted: 10


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Author Topic: The Incursion - [XCOM:EU]  (Read 2347 times)

bobboy555

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The Incursion - [XCOM:EU]
« on: October 26, 2012, 05:51:25 pm »


The year is 2169 and the human race is on the brink of disaster.


The invasion of Earth began three years ago with simple abduction and the occasional aircraft spotted overhead. This didn't last long. Today the governments of the most powerful nations on earth have come together in a collaborative effort and created a branch of the military so classified that only the people in the highest echelon of command even know of its existence. It is called Project Omega, and you are the head of operations.

A suggestion forum game in which you lead a military effort to kill as many bloody aliens as humanly possible in the shortest possible time. If you've played the new XCOM: Enemy Unknown some of the game mechanics here will be similar to the game. BEGIN

You have entered the bunker of Omega and are immediately greeted by a scientist speaking in heavily accented English.
"Welcome Commander!" He says "Please, allow me to show you around."


Facilities
Spoiler (click to show/hide)

Research
Spoiler (click to show/hide)

Manufacturing
Spoiler (click to show/hide)

Barracks
Spoiler (click to show/hide)

In-depth info and mechanics in below post.
« Last Edit: October 30, 2012, 04:53:10 pm by bobboy555 »
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bobboy555

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The Incursion - [XCOM:EU] Game Mechanics
« Reply #1 on: October 26, 2012, 05:52:13 pm »

Game Mechanics

Research
Research is carried out in Laboratories that can be constructed within the base. The speed of Research is determined by the number of scientists in your facility. The number of scientists possible is hardcapped by the number of Labs (20 per lab)
To research a subject, simply post a vague field or a specific thing.
Research is carried out quite simply, but be realistic with research suggestions.

Manufacturing
In the Manufactory the machinery you research can be built. The speed depends on the number of Engineers you possess. This is hardcapped in the same way as labs and researchers.
To build something just say what you want made and how many These things must be in the list below.
Spoiler (click to show/hide)

Combat
Combat happens to a certain set of rules that I will withhold, perhaps posting at a later date. It is based on the number of enemies and their types, Number of Soldiers and their equipment, and the surroundings. Heavies and Assaults gain extra combat points when fighting in Urban areas. Snipers gain extra combat points in Rural areas with Supports and Rookies Neutral. Suburban areas are neutral for all classes.

Missions
Missions are launched a turn after I announce the availability of one or several. Only one squad can be sent of a mission, with a cap of 10 soldiers per squad. When a mission is announced, you have a turn to decide whether or not to send a squad and which missions to take.

Squads and Soldiers
When soldiers are first recruited, they are rookies. After 1 mission they level up, with each subsequent level requiring twice as many missions as the last. The roles are chosen by a dice roll, with extra weight given to the "preferred" role given in the recruitment. When soldiers are recruited, you can apply them to a squad. Squad names are made by the GM.
« Last Edit: October 29, 2012, 10:32:05 am by bobboy555 »
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Dragor23

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Re: [SUGGESTION] The Incursion
« Reply #2 on: October 26, 2012, 05:54:29 pm »

"Thank you soldier, but we have no time to lose. To the mission control, while you give me a brief sitrep."
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bobboy555

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Re: [SUGGESTION] The Incursion
« Reply #3 on: October 26, 2012, 06:09:17 pm »

The scientist leads you to Mission Control. On the way he explains to you the situation.
"We are all set up and ready for your commands, but I would recommend heading to the Barracks and recruiting some soldiers." (See 'Barracks' section of OP)
Upon arrival at Mission control a Woman in combat fatigues with several medals on her chest approaches you.
"Welcome to Omega, commander. We are on full alert for hostile action. None has been found yet but I will inform you when something comes up."

TURN 1 BEGIN
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Dragor23

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Re: [SUGGESTION] The Incursion
« Reply #4 on: October 26, 2012, 06:13:52 pm »

"Good.  I will immediantly recruit soldiers. Let Vigilance be our sword."


GO TO : BARRACKS

RECRUIT :

Jack, Johnson, American, SUPPORT
Zander, Otto, Austrian, ASSAULT
Meier, Sid, Canadian, ASSAULT
Kojima, Hideo, Japanese,  SUPPORT
Harker, Wesley, Australian, SNIPER
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bobboy555

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Re: [SUGGESTION] The Incursion
« Reply #5 on: October 26, 2012, 06:35:23 pm »

Turn 1 Report

The 5 recruited soldiers are on alert within Squad 1
Keep in mind that the role is determined by a random number gen, but I will throw in a few extra chances for the preferred one. The roles are picked after their first mission.

2 Mission Alerts: Abductions in the United Kingdom (Suburban) and Russia(Rural)

Urban areas give bonuses to Assault and Heavy, while Rural areas give bonuses to Snipers, with Rookies and Support (AR) are neutral. Surburban is neutral for all classes.

Soldiers:
Spoiler (click to show/hide)

Money
Start of Turn: $1000
Revenues: Spornsorship - $100
Losses: Recrutment - $500
End of Turn: $600

TURN 2 INITIATED
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Dragor23

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Re: [SUGGESTION] The Incursion
« Reply #6 on: October 26, 2012, 06:48:32 pm »

(hope nobody minds the names of the soldiers  :P )
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Heavy Weapons Pony

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Re: The Incursion - [XCOM:EU]
« Reply #7 on: October 30, 2012, 04:10:14 am »

> Make 6 Armored Vests
> Equip on all of our soldiers
> Send Skyranger to UK Abduction.
> Begin research on Alien battle Tactics when they get back with stuff.
> Launch a Satellite over America (US) once we build one, and the facilities to maintain it.


(This is how I'm going to do 'do this' actions.
I should probably do dialogue, but I'm incredibly lazy.
It seems i didn't read the Manufacturing thing, we may not be able to make satellites and such.)
« Last Edit: October 30, 2012, 05:37:09 am by Heavy Weapons Pony »
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

micelus

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Re: The Incursion - [XCOM:EU]
« Reply #8 on: October 30, 2012, 04:25:13 am »

>Agree with HWP.
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evilcherry

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Re: The Incursion - [XCOM:EU]
« Reply #9 on: October 30, 2012, 05:10:52 am »

bobboy555

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Re: The Incursion - [XCOM:EU]
« Reply #10 on: October 30, 2012, 08:14:46 am »

TURN 2 REPORT

(The base is located in Europe with a satellite over the UK)
(Note there are only 5 soldiers in the squad)
6 Armoured vests are made and equiped to 'The Bolts of Fleeing' (1 spare) - $520
The Bolts of Fleeing leave Omega HQ and Head to UK Abduction Site

MISSION REPORT
Enemies - 4 Sectoids (Sct. Plasma Pistols)
Squad - 5 Rookies (Armoured Vests + Standard ARs)
Outcome:
Jack Johnson Rolled an 8
Otto Zander rolled a 6
Sid Meier rolled a 3
Hideo Kojima rolled a 2
Wesley Harker rolled a 7

Sectoids rolled 1, 1, 2, and 1 (NO JOKE)

1 light casualty (Hideo Kojima, 1 turn), All aliens killed.

PROMOTIONS
Jack JOHNSON - SUPPORT
Otto ZANDER - ASSAULT
Sid MEIER - ASSAULT
Hideo KOJIMA - SUPPORT
Wesley HARKER - SNIPER

RESEARCH
Alien Battle Tactics (+1 to all friendly rolls) (This doesn't have to directly coincide with the tech-tree in-game.)

FUNDS
Start of Turn - $600
Revenues - Sponsorship: $100
Losses - Manufacturing: $520
End of Turn - $180

Spoiler (click to show/hide)
[/size]
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Dragor23

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Re: The Incursion - [XCOM:EU]
« Reply #11 on: October 30, 2012, 11:56:39 am »

Did the sct. plasma pistol explode?
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micelus

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Re: The Incursion - [XCOM:EU]
« Reply #12 on: October 30, 2012, 02:09:03 pm »

>See if the Russian abduction site is still active.
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bobboy555

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Re: The Incursion - [XCOM:EU]
« Reply #13 on: October 30, 2012, 03:17:27 pm »

Did the sct. plasma pistol explode?
Into fragments, yes.
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Dragor23

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Re: The Incursion - [XCOM:EU]
« Reply #14 on: October 30, 2012, 03:26:53 pm »

>Autopsy on Sectoid
>Research weapon fragments


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