IF YOU HAVE ANYTHING NOT IN CHARACTER OR A ACTION IT GOES HERE - POINTING OUT MISTAKES, DISCUSSING TACTICS, PTW'ING, WHATEVER - DUMP IT HERE OR ALIEN POINTS INCREASES.
i.e. The aliens will get tought faster. Stop clogging up the IC, darn it! D:<Twenty-one men and women sat around a table in the most secure room on Earth. The lights were dim, in deference to tradition, and the representatives of the most powerful nations of Earth listened as the speaker came to a conclusion.
"...it is clear that the extraterrestrial presence on Earth is increasing to threatening levels. Fortunately, the XCEF - Extraterrestrial Combat and Eradication Force - project has reached operable levels. I am pleased to announce the first base is being activated as we speak."
There was a polite, perfunctory round of applause.
"Thank you. We predict operations will suffer heavy losses. These are acceptable sacrifices."
The speaker paused, his face grave.
"We cannot win in an open war against the alien menace. We must beat them at their own game. The future of humanity itself depends on it. That is all."
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This is a modified game of fire emblem, mainly my work and Haspen's. Both Fire Emblem and X-Com are infamous for their difficulty and permadeath. Operatives will die. Operatives may abandon missions via the skyranger and group consent (of living operatives).
A second part to the game is the strategy aspect. Players decide the direction of research and manufacturing.
Infantry:
The workhorse of XCOM. You are proficient with rifles, and to a lesser extent, heavy weapons. Every team requires a backbone of infantry.
Special skill: SUPPRESSION - active
For the cost of twice the ammo, enemies in radius 1 of the target take -15 to hit. The first to move invokes a free attack, but afterwards, the -15 to hit is no longer applicable.
Wep.Profs: Rifl(D), Heavy(E)
HP: 22
STR: 6
PSI: 0
SKL: 5
LCK: 1
DEF: 4
WIL: 3
SPD: 4
MOV: 5
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot revive
OFFICER:
Unlike normal soldiers, you've spent most of your time at the officer academy, learning tactics and group management.
Special Skill: THAT'S AN ORDER: Refresh two allied units in a 3-square radius, allowing them to act again.
Wep.Profs: Rifl(E)
HP: 21
STR: 5
PSI: 0
SKL: 5
LCK: 2
DEF: 3
WIL: 5
SPD: 5
MOV: 5
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot revive
MEDIC:
You're not a soldier - you're a doctor. You hop between wounded comrades, trying to save them. Self-defence classes were a must, though, so you picked up some knowledge about firearms.
Special Skill: MEDICAL KNOWLEDGE
Immunity to poison.
Wep.Profs: Rifl(E)
HP: 20
STR: 3
PSI: 0
SKL: 4
LCK: 5
DEF: 2
WIL: 2
SPD: 6
MOV: 5
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot stabilise
Medpack 10/10 Heals 10+SKL HP, can stabilise
SNIPER:
Carrying the cumbersome sniper rifle, you take out enemies from long range.
Special skill: STEADY AIM - passive
If you haven't moved that turn, +10 crit.
Wep. Profs: Snpr(D)
HP: 18
STR: 3
PSI: 0
SKL: 4
LCK: 4
DEF: 2
WIL: 2
SPD: 6
MOV: 5
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot revive
HEAVY:
You carry the big guns - slow but sturdy, you can take out the true threats with a accurate missile from your RPG.
Special skill: ROCKET LAUNCHER - active
Once per level, the Heavy can launch an RPG as per the weapon.
Wep.Profs: Hevy(D)
HP: 24
STR: 7
PSI: 0
SKL: 2
LCK: 1
DEF: 5
WIL: 2
SPD: 3
MOV: 5
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot revive
ASSAULT:
Take the fight to the enemy with your shotgun, but be careful - you don't have the durability to stand enemy fire for long. The strong will needed to charge into enemy fire gives you a strong resistance to psionics.
Special Skill: RUN AND GUN - active
On moving full mov, get +15 crit and +5 to hit, but take a -10 eva. 3 turn cooldown.
Wep.Profs: Rifl(E), Clse(D)
HP: 20
STR: 3
PSI: 0
SKL: 7
LCK: 3
DEF: 2
WIL: 4
SPD: 8
MOV: 6
Inv:
Type Dmg () Rng WT MT Crt Hit QL
WEAPON - - - - - - - - -
Stimpack 3/3 Heals 10 hp, cannot revive
HP: How much punishment an operative can take before they die. A downed operative will bleed out within three turns. Downed operatives healed with medpacks or better are stabilised. Stabilised soldiers do not return to combat, but will not die of bloodloss and will return next mission. Soldiers who are downed when a mission end also survive, as a representation of greater medical attention delivered without threats present.
STR: Determines the amount of equipment an operative can carry. Melee weapons also gain bonus damage from this skill.
PSI: All non-psi classes have 0. This represents the operatives psionic power. Can humans even wield such powers?
ACC: The operatives accuracy with weapons. Increasing this will improve chances to hit.
LUC: Luck improves evasion and hit %, but it's main use is reducing enemy criticals.
DEF: Lowers damage by certain value; Full DEF for Melee and Bullet, Half DEF for Laser and Explosive, 1/4 DEF for Plasma.
WIL: A strong will is vital for resisting the strange powers of the aliens. A high will will help resisting psionic attacks, and if failed, help reduce the severity of the effect.
SPD: Higher SPD grants better evasion. If your SPD is 4 points higher than your enemy, you attack twice.
Each operative can choose one weapon, up to their maximum proficiency. For example, an Infantry could take an Assault Rifle (Rifl(D)), or a SAW (hevy(E)), but not both. Each operative also has a 3-use healing Stimpack and can take as many ammunition and grenades as they wish. They have five inventory spaces. Rare and unique weapons may be found in the field. An operative may choose to take a melee weapon.
AVAILABLE WEAPONS:
http://pastebin.com/qvUuhxahThere's one hell of a technological gap between you and the alien invaders. Each research takes a certain number of research points. Research points are given daily by each scientist. Technologies may have requirements - other technologies, materials, or even captured aliens. Research may have immediate benefits, advance your knowledge of the alien invasion, or unlock manufacturing options.
Much like research, manufacturing relies on your number of engineers. Local forces supply you with conventional weaponry, so you don't have to worry about running out of bullets, but interceptors require special modifications to fight UFOs, and therefore require manufacturing. Funding for the XCEF project is a blank check - don't worry about cost.
If aliens successfully invade and destroy the XCEF base, you are defeated. In addition, the aliens are advancing their own schemes - interfere with this by completing missions. Losing a squad does not mean XCEF is defeated, though it is certainly a significant setback.
Stopping the alien invasion means victory for XCEF and the human race. As the alien's motives, source, and numbers are all unknown, research will be needed before we can attempt to end the invasion.