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Author Topic: The X-COM Project:Operation Hot Line.  (Read 13441 times)

smurfingtonthethird

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Re: The X-COM Project:For real this time.
« Reply #15 on: February 11, 2014, 10:17:53 pm »

Name: Louis Armanno alias "Theseus"
Gender: Male
Age: 32
Appearance: Short. Well built. Ash blonde hair, hazel eyes.
Bio: Australian ex-member of the PMC Argo, which has dealings with the US Government. Offered job at X-COM by American officials.
Speaking Color: Blue
Aim: 40
Will: 40
Health: 4+1
« Last Edit: February 11, 2014, 10:50:39 pm by smurfingtonthethird »
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Alarith

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Re: The X-COM Project:For real this time.
« Reply #16 on: February 11, 2014, 10:40:30 pm »

((Can I still sign up?  If so, Character below))
Spoiler: character (click to show/hide)
« Last Edit: February 12, 2014, 02:35:10 pm by Alarith »
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That's why you should always wear a seatbelt kids! You never know when a telekinetic assassin is going to cause your car to crash! Safety first!

GreatWyrmGold

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Re: The X-COM Project:For real this time.
« Reply #17 on: February 11, 2014, 10:49:38 pm »

((Backstory finished.))
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Furtuka

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Re: The X-COM Project:For real this time.
« Reply #18 on: February 11, 2014, 10:53:12 pm »

By story mission, do you mean like the council missions, or as in something that would have an actual plottyness effeectivenes something or another? And if the first, does that mean unconventional objectives are not allowed at all?
Story missions as in missions required to continue the plot. So like the Alien base assault in the game. So council missions are fine.

Are missions that chain together to form a self contained subplot allowed?
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smurfingtonthethird

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Re: The X-COM Project:For real this time.
« Reply #19 on: February 11, 2014, 10:54:25 pm »

Are snipers still ridiculously overpowered? Please say yes.
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GreatWyrmGold

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Re: The X-COM Project:For real this time.
« Reply #20 on: February 11, 2014, 10:56:17 pm »

Please say no. I mean, sure, have Squadsight, just..."overpowered" means they're not just strong, but stronger than anyone else. And if you steal Anastasiya's kills she will be angry.
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killerhellhound

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Re: The X-COM Project:For real this time.
« Reply #21 on: February 11, 2014, 10:59:42 pm »

I hope if intercepter combat is included it's like  this as having three intercepters going as a squad is better then a lone wolf
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We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

werty892

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Re: The X-COM Project:For real this time.
« Reply #22 on: February 11, 2014, 11:08:13 pm »

By story mission, do you mean like the council missions, or as in something that would have an actual plottyness effeectivenes something or another? And if the first, does that mean unconventional objectives are not allowed at all?
Story missions as in missions required to continue the plot. So like the Alien base assault in the game. So council missions are fine.

Are missions that chain together to form a self contained subplot allowed?
With approval from me, yes. You will have to outline the whole thing in advance, and it has to be reasonable. The "You can run a mission" is more for alien abduction and council missions, but you can make your own subplot if you want.
Are snipers still ridiculously overpowered? Please say yes.
I have found my own, unique, way to balance them. Heh heh heh.

Also, keep the  characters coming guys. The first 5 just get to go on the first mission. There will be many, many more missions. Also, on these missions, there may be anywhere from 4-20 players.

killerhellhound

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Re: The X-COM Project:For real this time.
« Reply #23 on: February 11, 2014, 11:12:01 pm »

Oh god Seekers maybe or even enemy snipers
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Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

werty892

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Re: The X-COM Project:For real this time.
« Reply #24 on: February 11, 2014, 11:13:27 pm »

And yes, this includes the DLC. So gene mods and mechs.

killerhellhound

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Re: The X-COM Project:For real this time.
« Reply #25 on: February 11, 2014, 11:36:17 pm »

((I want to be an assault Mech with rocket fist just for the Awesome factor))
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

MaximumZero

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Re: The X-COM Project:For real this time.
« Reply #26 on: February 12, 2014, 12:09:13 am »

Name:Maxclone I
Gender: Male
Apparent Age: 30 - Actual Age: 2y6mo (Laboratory Grown)
Appearance: Short and stocky, the Maxclone has powerful legs and arms, perfect for carrying heavy weaponry and large quantities of explosives. Maxclone I has close cropped black hair, a neatly trimmed mustache and goatee, brilliant green eyes, and dark olive skin. He is approximately five feet tall, and weighs 180 lbs.
Bio:The original Max Greene was killed in a horrifying flying suit prototype failure, before X-Com had an actual enemy. However, enough of his body was found to make clones, to make use of his vastly high potential. Clones of Max Greene (henceforth known as "Maxclones") have been used in numerous experiments, mostly thanks to the clones' bravery, extreme overconfidence, self-destructive tendencies, and love of explosions. An international treaty has been signed to keep no more than one Maxclone in any infantry unit, due to an almost suicidal urge to engage in combat when in a theater of operations. This has resulted in extreme losses to civilian escorts, soft targets within range of the clones, and munitions. While in base, the Maxclones are happy to exaggerate rumors and stories to absurd levels, and drink as much alcohol as humanly possible, especially when allowed to associate with one another. They tend to shy away from training and exercise, except Combatives and Explosives training, and shirk responsibilities whenever possible. All in all, the Maxclones are not terribly good soldiers, but when properly motivated, they are a force of destruction like no other. Most Maxclones are short, caucasian, and dark haired. All identify as Americans.
Speaking Color:Orange
Aim:45
Will:55
Health:4+1
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Remalle

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Re: The X-COM Project:For real this time.
« Reply #27 on: February 12, 2014, 02:53:51 am »

It's not really X-Com without a Maxclone or six, is it?

Name: Gerard Geisler
Gender: do we really have to Male.
Age: 25
Bio: Served with distinction for four years in the German marines.  Not the most outstanding shot in the world but brave, hardy and strong.  Never complains.
Speaking Color: This one.
Aim: 45
Will: 35
Health: 5+1
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werty892

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Re: The X-COM Project:For real this time.
« Reply #28 on: February 12, 2014, 06:45:20 am »

killerhellhound, GreatWyrmGold, Patrick Hunt, DarkArtemisFowl, and Alexandria, you are all in for the first mission. I will post a intro this afternoon.

And to clarify upon the "Reasonable" thing in the subplots, they can't be "X-COM finds a super rock that gives them all superpowers and now aliens are attacking them so they can steal their eye lasers or something" Just keep it balanced.

killerhellhound

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Re: The X-COM Project:For real this time.
« Reply #29 on: February 12, 2014, 07:42:32 am »

((Dibs on first mech suit and rocket fist)) :P
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My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.
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